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

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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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5 minutes ago, Fillip de Travesay said:

How is Santa Cecilia ? Give us pics .

There are lots of pictures all over the place, just search them or google.

@admin did any stats in boarding change? I was boarding a player and it felt like some commands got tweaked. Also in boarding the "i" tips for each commands seem weird and not fitting the reality, or at least how it used to be in past. Attack most effective on deck guns? 

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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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7 hours ago, admin said:

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

 

What about this? 3 showing a stern shape from above and 4 a bow shape from above. Ofc you guys could do that 10000 times cooler.

image.png.552c06e25675f65c3f63fc397309fd64.png

Edited by z4ys
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5 hours ago, admin said:

Convergence 100m means that if we ignore dispersion all cannonballs will converge at 100m (hit one point at 100m) on the trajectory (at 100m)

 'Locked' was changed to 'Parallel' so I would suggest changing 'Water' to 'Convergence'. Parallel shots all fire out in a straight trajectory - Convergence shots, when fired, angle in toward a convergence spot.

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18 minutes ago, Banished Privateer said:

@admin Attack most effective on deck guns? 

It is and always was but both can get high casualties this way. Its very effective to attack into fire deck guns when enemy has low moral or a ship with deck gun penalty. But never attack into a single deck ship with attack into fire deck guns.

Edited by z4ys
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7 minutes ago, Captiva said:

 'Locked' was changed to 'Parallel' so I would suggest changing 'Water' to 'Convergence'. Parallel shots all fire out in a straight trajectory - Convergence shots, when fired, angle in toward a convergence spot.

there are 3 convergence types. 100 250 and on first graze on water (formerly known as auto)

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30 minutes ago, Banished Privateer said:

There are lots of pictures all over the place, just search them or google.

@admin did any stats in boarding change? I was boarding a player and it felt like some commands got tweaked. Also in boarding the "i" tips for each commands seem weird and not fitting the reality, or at least how it used to be in past. Attack most effective on deck guns? 

 

14 minutes ago, z4ys said:

It is and always was but both can get high casualties this way. Its very effective to attack into fire deck guns when enemy has low moral or a ship with deck gun penalty. But never attack into a single deck ship with attack into fire deck guns.

yep

we tested for biggest differences in crew loss and indicated them for players. current best agains is based on max possible difference in kills (without upgrades and marines)
but many changes have been made since original designs so maybe best is to start a new topic for boarding improvements and propose changes. 

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25 minutes ago, admin said:

 

yep

we tested for biggest differences in crew loss and indicated them for players. current best agains is based on max possible difference in kills (without upgrades and marines)
but many changes have been made since original designs so maybe best is to start a new topic for boarding improvements and propose changes. 

Tested with what? If I am not mistaken, deck guns power is dependent on the size of weather deck guns and count. Ships with 6pd or 4pd or empty deck guns are more or less useless with that command. Ships having 32/42pd or 68pd carronades are very strong with that command. Deck guns usually causes many casulties and from personal experience, often causes more kills than attack if not the same count (when crew difference is small).

Attack would be usually best against brace, grenades and sometimes muskets (given the crew kill difference).

Of course most of the things are dependent on modules, upgrades, books, guns, crew, deck height etc. but I am considering the usual and simple scenarios.

On the side note, my question was still not answered. Did any commands get adjusted or tweaked in testbed? And I don't mean UI, but perfomance and statistic wise.

Edited by Banished Privateer
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