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

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1 hour ago, admin said:

stuck on this. Will try to improve but it is not likely
the problem is in unity centering (1 is narrow) if it was 25 it will look centered but with 15 it offsets. Changing centering will make 7 look uncentered. 

How are you creating the labels? With GUI?

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3 hours ago, Graf Bernadotte said:

AI still knows in advance what commands I'm giving. 

You can guess by looking at the enemies preparation.

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5 hours ago, admin said:

we tried it but it does not look like a gun at all and does not convey direction.

These commands should be added to you options under control/Instance and be allowed to change, that prob be the easy way to help solve this.  That way if I want to do my forward 1, Port 2, Starboard 3 and aft 4 I can.   Which is honestly how I would set it up if we hadn't gotten so use to 1 Port, 2 Starboard, 3 Forward.

4 hours ago, admin said:

we need to remove the word double - from double charge

Why not just let us have Charge and Double on warships like we have the fleet 1 perk?  If these where normally carried on war ships than they shouldn't be a perk, they should be a limited ammo like chain and grape (should have a limit of it's own).  

3 hours ago, admin said:

yes its coming

Along with capture ships we should be able to see the build of AI ships too, in past we could only see player owned ships.  That way I can pick if I want to keep an AI trade ship or keep hunting for a certain build if I plan to use it for actual hauling or something.

2 hours ago, Vernon Merrill said:

If your ship was sinking and a non-sinking ship pulled up next to you, don’t you think you be pretty keen on getting that ship?  

That is fine, but when me and you use and it we have crew in Survival we aren't going to have 100% preperation now are we?  I don't think I have ever seen an AI pull and not have 75% or higher when pulled while half sunk.  I been pulled by an AI that had it's lower cannons under water.  For both me and you that would majority of our crew would be in survival or we would of all ready been sunk if we had them tied up else where like in boarding prep.

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Sry i'm still stuck with this boarding ui dissapointment:

Here to illustrate the compromise i would suggest  between the WIP ui you leaked some time ago and the one of the testbed (Quickly done with my l33t paint skillz)

Battle log arrangements is simple copy paste, arts can even become smaller & with some transparency with text & scores on the same line..

KS2Dd0u.jpg

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13 minutes ago, Sir Texas Sir said:

That is fine, but when me and you use and it we have crew in Survival we aren't going to have 100% preperation now are we?  I don't think I have ever seen an AI pull and not have 75% or higher when pulled while half sunk.  I been pulled by an AI that had it's lower cannons under water.  For both me and you that would majority of our crew would be in survival or we would of all ready been sunk if we had them tied up else where like in boarding prep.

Ksh, ksh...

They also trained their Marines in reloading the cannons ;)
Too bad our Marines can't do shit when we take them ;)

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1 hour ago, admin said:

stuck on this. Will try to improve but it is not likely

Have the code add an extra   for numbers > 10.  Should center it for you.

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21 minutes ago, Baptiste Gallouédec said:

Also from what i've seen, AI can even see player's moves during boarding and adapt in consequence..

They see as a player sees them:

If I put attack on your brace... you'll see my melee getting high and my prep dropping.

Then you'll put defend. I will see your melee doubling and mine halving. So I'll know you choose defend.

So I'll put last second FDG/Muskt/Gren.

 

Again: a gift to expert boarders who know already values and general effect of different action on enemy's one.
While, IMO, we need a more complex and less predictable mini-game.

Edited by Licinio Chiavari
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18 minutes ago, Licinio Chiavari said:

They see as a player sees them:

If I put attack on your brace... you'll see my melee getting high and my prep dropping.

Then you'll put defend. I will see your melee doubling and mine halving. So I'll know you choose defend.

So I'll put last second FDG/Muskt/Gren.

 

Again: a gift to expert boarders who know already values and general effect of different action on enemy's one.
While, IMO, we need a more complex and less predictable mini-game.

Forgot.

And a system that doesnt require (between similar skill players) to board 3/4 times an unprepped-ungeared less crewed enemy having devoted 4-5 books/mods to boarding.

Between boarding now and musket period one-shot... I think there's a potential balanced point :D

 

Edited by Licinio Chiavari

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12 minutes ago, Licinio Chiavari said:

They see as a player see them:

If I put attack on your brace... you'll see my melee getting high and my prep dropping.

They see as we vets see, but now imagine a newcomer in cutter, he will get boarded by any AI, and will attack as soon as he can, and will face defence each time, and muskets volley when he will choose defense, and he will cry the ai "cheat" because he can't see the AI choices while ai always make the good choice.

+ what you say is that the lack of display changes nothing, so why such move, if this make the analysis of the opponent just less intuitive but still a last second clic game ? (appart increasing the gap for noobs)

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1 hour ago, OjK said:

And one more final - make hits more visible. It's quite small and quite far from the center to notice currently.

I noted this also and agree.  Its an important indicator as to your accuracy and should be as obvious as bull's coggles.

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9 minutes ago, Baptiste Gallouédec said:

They see as we vets see, but now imagine a newcomer in cutter, he will get boarded by any AI, and will attack as soon as he can, and will face defence each time, and muskets volley when he will choose defense, and he will cry the ai "cheat" because he can't see the AI choices while ai always make the good choice.

+ what you say is that the lack of display changes nothing, so why such move, if this make the analysis of the opponent just less intuitive but still a last second clic game ? (appart increasing the gap for noobs)

As you could notice I am always against this system.

As, I do not like defend so strong on attack.

We should get a totally different system.

Like cancelling Attack/Defend and replace them with Melee. But at start greyed and replaced by Board for attacker and Resist (for defender).

Board (Attack) v Resist (Defend) should be a massacre but as attacker gets a foothold on enemy deck, where the melee takes place, then Melee v Melee should be more balanced.

On the other hand attacker disengage requires his men on enemy deck to get back on theirs otherwise it will be (like a friendly pushing) a bloodbath.

Edited by Licinio Chiavari
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You switched a couple of things that we are used to and I agree that we will all get used to it again.  The icon for survival is very confusing.  Maybe put a Red Cross there...I took me a while to figure it out!  I will repeat what others have said about "Prepared" .  We should be able to change our ammo loadout while the timer is counting down.  For that matter, we should be able to turn on boarding prep right away also.  I hope you are using this maintenance period to get rid of any "L & R, or Left and Right".  It needs to be P & S or Port and Stbd.  If you really want to be hardcore historical, it was actually Larboard and Starboard back in the day, but that might be too much.  Still hating boarding....I wish I could suggest a fix but the old way was better (marginally) than this pure guess-work process.

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Maybe boarding should just be automated.  Count up boarding mods, morale and crew size on each and give us a cool graphic.  In real life is was just throw your best abilities into the boarding.  Generally, crew skill/morale/size was the determining factor.

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4 hours ago, Wyy said:

about battle ui, im missing some kind of frames and depth around things, also me and banished discussed that you see almost no difference if sailing/gunnery/survival/boarding is on or off since the white/grey backlight is turned to slightly grey when you turn it off.

Exactly this. Sinplicity could be kept while some basic 3D frames around the buttons probably would improve the view. 

Perhaps make numbers a bit thicker so the difference between on/off is easier to see. Personally I just check whether it's tired on/off and don't count crew. Often there is simply no time for it.

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it's not possible to switch bullet before the battle start, with the perk prepared

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21 hours ago, admin said:
    • Boarding UI

changing the transparent boarding window to the white one was a big mistake, it takes a lot of space on the screen and people can't see what's happening behind it, and I guess that there wasn't any good reason to make it worse. It also is very bad that we can't see opponents move, we can still predict some of their moves but its less likely to guess them now, I think that it would be better if the boarding didn't have this forced randomness for no reason, actually any unnecessary randomness is usually bad for a game like this one, but when you force it in combat it's a bit too much, while it wouldn't be a much better solution i think that it would be better to keep old boarding window & mechanics, its better when its one sided rather than random if someone achieved that boarding victory by fighting someone or using advantage outside boarding.

21 hours ago, admin said:
  • Delivery missions
    • Rewards are temporary and are getting worked on

I think that things like these are boring, they are not fun. Personally I think that a game like this one should promote fun things (like pvp / combat) instead of tedious farming.

oh, and maybe you could allow everyone to set all of their keys themselves, including the ones for loading cannons in battle and any other that exist but cannot be set by player, but that's not as important as the things i mentioned above ;)

the rest of ui is not that bad, but its clearly just a cosmetic change, which doesn't really change the game at all, seems like a waste of time to me, I think that it would be better to change the aspects of the game which actually matter
 

Edited by Captain2Strong

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4 minutes ago, Banished Privateer said:

Attack most effective on deck guns? 

Think it depends on the deck guns(like numbers) , but generally i would say attack is more devastating on FDG while receivibg more casualties yourself, than on grenades. Here you do less damage but receive even less.

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