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Testbed Feedback - Battle UI, Localization, Patrols, Delivery quests

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4 hours ago, Davos Seaworth said:

Was just thinking this morning when on the main server. The sextant is fantastic but thats the problem. Too easy to navigate then. I dont hate it I just felt like I was spoiled with something I did not really want. Then I been finding it easier to grab doubloons than it is to earn reals. A conversion for doubloons to reals would be beneficial. 

Yah but folks like us been playing this game for how many years now?  we pretty much know the map like the back of our hands.  New folks on the other hand they aren't that lucky and some casuals still suck at navigating. I admit I left it on my chars on test bed and it made things so easy. I pretty much had a second screen open with a char in a LQR doing delivery missions (cause all the ports are neutral didn't need a trade ship). I can see doing something like that with an LGV refit or Trader brig while being more active in the other screen with the main.   

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@admin

Is going to be an update for the testbed?

Cause I have killed like only 10 ships and I dont know what to test. At the end, the UI is the same as the old one. And well, the old one worked despite being visually a kick in the ass.

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8 hours ago, Sir Texas Sir said:

Can't take missions in other ports?  You mean just like we can't on PvP server?   You know how you solve that?   CAPTURE A PORT FOR YOUR CLAN/NATION.  Than you can take all the missions you want.   Think out side of the box and not just about yourself.  What if ya'll had 500 players or even whole clans over there cause folks just wanted to play with AI not others?  The things I'm brining up are things that would invite more players to come to that server. I'll be honest it's the only reason I refuse to play on PvE cause there is so little content to do on that server and there is no big battle/RvR type play that folks can enjoy.  It's just flat out boring for most folks that stick to the PvP server other wise.  That and I do like to PvP once in a while.   Which the Hard core PvP guys can't get in there head the casuals don't want to PvP 24/7, they want to grind up there ships, get loot, and rewards and not be ganked 24/7.  They want to PvP on there terms when they are ready not forced into it as some folks think will get more folks to PvP, forcing any one to change there play style never gets more players, it runs folks off.   

You do realize I mentioned Guild Wars as an example for a working PvE/PvP mix several times ? (Including mixed PvPvE) ? :)

I am not opposed to a fair and voluntary PvP, in this game however we have seperated pure  PvE and hardcore PvP, and I don't see that changing, thus I argue from what i think a realistic PoV:  balance the two seperately.

Should I be wrong and we get a balanced mix with voluntary PvP, all the better !

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Hi Devs, when will the testbed end please? Im exhausted from sinking all these ship and I would like my St. Cecilia asap so I can stare at it and feel good. Thanks 😁

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On 2/5/2019 at 4:05 PM, admin said:

The gold rewards for them is not final and the hunt/sd missions rewards are going to be tuned with the addition of PVP rewards too. 
we think it is ok if new players will deliver passengers and letters to make doubloons while they are learning the game. so do not see the benefit of limiting weight. 

 

Ok for new players, but passengers may have weight from 5th rank upwarts, to avoid too easy money for the experienced players

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As an idea for the trade mission:

Earning much money should be connected with high risks. You could set treasure transport missions, which have a long distance to sail and the players ship is shown in OW as "enemy player, treasure ship".

The reward for capping should be enormous as the reward for sailing it to its destination. 

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On 2/4/2019 at 12:19 PM, van der Decken said:

This is all we are asking for. I would not mind the rock, paper, scissors boarding as long as we had some action in the background that correlates with the actions we are giving and the sounds we are hearing. Just have the cannon dudes on the ship do stuff related to boarding. We don't need to control each dude, we don't need fps, we don't need something hugely extravagant, we just want some action that looks nice...something like this behind the Boarding Window.

 

I offered a suggestion to the developers last year that would use a 'top down view' of two ships side by side. Game-Labs already has combat mechanics that are used for Ultimate General: Civil War that could possibly be implemented for the boarding game in Naval Action.

Animated combat would be ideal, but if animation is impossible it could be timed/turn based, similar to speed chess. Or, similar to what we have now where both players have a short amount of time to make their moves and then the combat is auto-resolved for that turn and then the next timed round begins etc.

As an example, game-play would be similar to that of 'Pike & Shot' or 'Field of Glory II'. 

Edited by Captiva
  • Like 3

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Testbed updated

 

Damage model updated.

  • Ship HP is strongly tied to ship weight.
  • Gun damage moved weighted model based on weight and cannonball
  • Gun penetrations have moved to historical tables of penetrations (solving the 18lb pounder gap)
  • Structure will start being damaged slightly faster. 
  • You will be able to demast more effectively using raking fire. Stern raking will tend to destroy rear mast, bow raking will tend to destroy bow mast. 
  • You can also demast by devastating structure damage through broadsides, but the volume of damage must be significant
  • Reload Shocks are now working properly across all classes of vessels.

Boarding actions

You can now fire point blank during boarding using [ ] 
Brace is now weaker vs Attack and counter attack.

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You've peaked my interest.

"You can now fire point blank during boarding using [ ]"

you absolute mad lad. this may be the best thing you've ever done, or the worse.

Edited by Slim McSauce

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14 minutes ago, admin said:

Testbed updated

 

Damage model updated.

  • Ship HP is strongly tied to ship weight.
  • Gun damage moved weighted model based on weight and cannonball
  • Gun penetrations have moved to historical tables of penetrations (solving the 18lb pounder gap)
  • Structure will start being damaged slightly faster. 
  • You will be able to demast more effectively using raking fire. Stern raking will tend to destroy rear mast, bow raking will tend to destroy bow mast. 
  • You can also demast by devastating structure damage through broadsides, but the volume of damage must be significant
  • Reload Shocks are now working properly across all classes of vessels.

Boarding actions

You can now fire point blank during boarding using [ ] 
Brace is now weaker vs Attack and counter attack.

Eager to test it.

Can you give us more different ships to fully test it?

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41 minutes ago, admin said:

 

  • You will be able to demast more effectively using raking fire. Stern raking will tend to destroy rear mast, bow raking will tend to destroy bow mast. 

How does that make sense. Shouldn’t it be the cannonballs direction and not some magic, that deside where the ball hit?

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49 minutes ago, admin said:

You can now fire point blank during boarding using [ ]

Considering the low reload due to crew in boarding, you may have one reload per side during boarding. Not much of a game changer.

Make ship keep sailing without rudder or yard interaction would be more meta changing.

Edited by RKY

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11 minutes ago, staun said:

How does that make sense. Shouldn’t it be the cannonballs direction and not some magic, that deside where the ball hit?

Mast goes all the way down to the keel; it does not end at the quarterdeck. You will be hitting them by raking fire. 
 

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5 minutes ago, admin said:

Mast goes all the way down to the keel; it does not end at the quarterdeck. You will be hitting them by raking fire

Thats not the question. You favor the rear mast from the Stern and the front from the bow. My guestion was if my broadside had a direction more toward the front one, it would have a higer chance to hit rear one of i stearnrake, why?

Sounds like there is a magnet in the mast.

Edited by staun

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26 minutes ago, staun said:

How does that make sense. Shouldn’t it be the cannonballs direction and not some magic, that deside where the ball hit?

There isn't, there's just some cushion in the stern that keeps you from taking 2 broadsides in the back and being sunk, which I assume is being lessened?

Edited by Slim McSauce

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12 minutes ago, admin said:

Mast goes all the way down to the keel; it does not end at the quarterdeck. You will be hitting them by raking fire. 
 

indeed! I think that @staun does not really understand how line ships in the 18th-century work. anyhow thanks for the extra realism admin! keep the updates coming. and while you are at it please give us some new content, the game is starting to feel kinda boring.

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1 minute ago, Slim McSauce said:

There isn't, there's just some cushion in the stern that keeps you from taking 2 broadsides in the back and being sunk, which I assume is lessened. 

As I see it, it will make demasting easier. Ore do I have it wrong. If I am right, then I never are going to chase a guy that have the wind. I just run insted.

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1 minute ago, staun said:

As I see it, it will make demasting easier. Ore do I have it wrong. If I am right, then I never are going to chase a guy that have the wind. I just run insted.

in reality, you would run if your enemy had the wind(wheater gage) and when the wind turned direction or you had to turn to avoid a collision you would engage and try to gain the wind(wheater gage).

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Just now, Rickard said:

indeed! I think that @staun does not really understand how line ships in the 18th-century work. anyhow thanks for the extra realism admin! keep the updates coming. and while you are at it please give us some new content, the game is starting to feel kinda boring.

You are right I know little of ship building. But what has that to do with projectory of a cannon Ball? Admin clearly say it will have a higher chance of hitting the closest mast. Make no sence. Either it has the direction and hit ore ells it miss. What admin is saying is that balls will be dragged toward the closest mast. Plz enlighen me what that has to do with ship building and realisme.

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I don't get what you don't understand. If you rake someone, the first mast in line is the mizzen mast, so the probability to hit it is way higher than hitting the other two. If you are close and directly behind your opponent the chance to hit one of the others is very low. So as i read it we finally can hit the mast portions that are below the decks and thus dismast with raking fire.

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