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eh if devs would just give us proper reward system more players would PvP

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3 minutes ago, Lovec1990 said:

eh if devs would just give us proper reward system more players would PvP

Rewards are fine, even renamed... Woods are the main problem. Still no solution in sight, although suggested.

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rewards are not fine system should reward fighting to the end currently only rewards winning

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5 minutes ago, Lovec1990 said:

rewards are not fine system should reward fighting to the end currently only rewards winning

Agree. Those who lost the battle but fought bravely should receive even just a little need to get some compensation and this will boost incentive. Even in real life are rewards like “wounded in battle”. Here should be the same.

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devs would say you get insurance but still game should reward fighting as well

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6 minutes ago, Lovec1990 said:

devs would say you get insurance but still game should reward fighting as well

Don't they do that now? You get pvp marks for damage done, or is that only awarded if you sink it. Maybe you should get marks if you get sunk too?

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currently you get marks and reals if you sink or damaged enemy and won it should be reward for doing damage and lost

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Just now, Lovec1990 said:

currently you get marks and reals if you sink or damaged enemy and won it should be reward for doing damage and lost

So award on ship loss to another player? Damage only might be too easily exploitable. What if you get boarded? 

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Posted (edited)
37 minutes ago, Lovec1990 said:

rewards are not fine system should reward fighting to the end currently only rewards winning

Rewards are fine. The winner should be awarded properly, not the loser.

There should be no charity for lost battles. Insurances should cover about 60% of the ship value, in reales AND combat marks. That would do.

That would be a proper reward for those which lose.

Edited by Hawkwood

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1 hour ago, StuntPotato said:

Diminishing feedback, given free of charge and with the best intention as rosy eyed nostalgia is rude, offensive and non-constructive. If you don't like it, say what you don't like, why you don't like it and if possible offer a different vision.

 

And the biggest MMO, (WoW) hit off all time didn't introduce a single original feature on relase, it just offered polish and accesibility. Naval action has it's unique feature, excellent combat, responsive controls and enough depth so that one can grow as a player. Take a que from other games on the rest. Especially since it's a two-man team doing the work. EvE is known for excellent industry, economy and player trade, not seriously looking at their work is hubris.

Why Wow and Eve ?

Why not Dark Age of Camelot ? Why not World War 2 Online ? Why not Elite Dangerous ? Why not Ultima Online or Anarchy Online ? Hell, why even only MMOs ?

... I know...

That's the ones you like, the others may say nothing to you. :)

That's great, we share common differences that brought us to Naval Action.

 

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Just now, Hethwill said:

Why Wow and Eve ?

Why not Dark Age of Camelot ? Why not World War Online ? Why not Elite Dangerous ? Why not Ultima Online or Anarchy Online ?

Why even only MMOs ?

... I know...

That's the ones you like, the others may say nothing to you.

 

Can't comment on games I haven't played, looks like you have. Maybe you should try and make long post highlighting what worked and what didn't in those games?

 

I have played elite though, and that game is just, sterile. Loved it before they changed the movement though.

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Posted (edited)
22 minutes ago, Routan said:

You are right abouth trading. It is just printning money. But the fact is also you need to put money in to the game, otherweise an econ can not expand. But as have written before, then I would like a more player based econ. A econ where what you the you trade matter both for the players and the game.

Well PvP is consent on the War server, you know when you play on it you might end in a PvP fight. The only place where you are safe is in a habor and in the capitol zone. The question should ppl have more ore bigger areas to do safe PvE, trading. You say ppl need a reason to leave Cz.But have devs not with the last patch given ppl a reason to leave? To get acces to wood, more ships and upgrades?

We dont know where the game ends up. But I guess soon we will see(When devs are satified with Caribbean). It could easy see some patch, proberbly fixing some of the point you adress. I personally think we will see some dlc that will still to some point be skilled based, witch also fix a finance issue of the game.

- Trading, where you can produce own trading goods. That can be upgrades, things town need to funktion, but also for money.

- ship building, where your expeetice can make better ships parts. Ppl simply put up a contract and an crafter makes the part they want.

- Blacksmith for cannons.

all those dlc need to be skill based, so it like being a good PvP player, those above also require personally skills.

- Small mini map for each nation, in there home water, 5-10 towns where ppl can level and play PvE free of PvP. 

- Exploration patch. We have a Big area Down South West, not used. Could be a fine place,  make most of it PvE, but small areas to Explorer should be PvP area imo.

It should all work as a single game, and you should easy could go from the dlc and to your Caribbea Capitol and back and continue. Some ports where you could teleport from. 

Thats how I think we end up. 

PvP server is consent: I agree

But there are varying degrees of it, if you stay in Capital zone only, there is a slim chance someone might attack you and sink you. They'll most likely fail, and almost certainly sink in the process.

Reinforcement zone; you can be attacked, but if you can stay alive long enough for help to arrive, you might get out of it, high risk for the attacker.

Open sea: FFA, anything goes.

Expanding on the safe zones might not be a bad idea is what I'm saying. Like your mini-map suggestion (Which I really liked).

 

Printing Money: Yes it injects money into eco, you need some, but not too much, a very difficult thing to get right. But what I meant to convey (poorly, as I was misunderstood) is that running that trade NPC trade route, is just burning time for me, it's not exciting, and the only thing I am left with at the end, is some money. But running rum and repairs to a freeport, that is exciting to me. Will it sell? Will someone undercut me when I am not paying attention? And when I claim my sold contract I know that someone, somewhere are using that to play their game. Both net me money, but I still run rum and rigs even if it is more work and pays less. Because I enjoy the connection to the gameworld.

Edited by StuntPotato

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1 hour ago, Lovec1990 said:

rewards are not fine system should reward fighting to the end currently only rewards winning

True, but that was implemented as a way to keep ppl from farming one another..

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54 minutes ago, Hawkwood said:

Rewards are fine. The winner should be awarded properly, not the loser.

There should be no charity for lost battles. Insurances should cover about 60% of the ship value, in reales AND combat marks. That would do.

That would be a proper reward for those which lose.

Insurance shouldn't give reales but the woods the ship was crafted from.

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53 minutes ago, StuntPotato said:

Can't comment on games I haven't played, looks like you have. Maybe you should try and make long post highlighting what worked and what didn't in those games?

 

I have played elite though, and that game is just, sterile. Loved it before they changed the movement though.

You missed the entire thread of posts then. I am not commenting on any game other than Naval Action. So i'm not commenting on them.

But apparently the incessant commenting on EvE is a trademark of many.

The incessant search of the "wowowo!!!!" nostalgia somewhere else than EvE...

Well, glad we all have different paths that led us to NA, hence it would be a boring boring entertainment product.

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17 minutes ago, StuntPotato said:

Printing Money: Yes it injects money into eco, you need some, but not too much, a very difficult thing to get right. But what I meant to convey (poorly, as I was misunderstood) is that running that trade NPC trade route, is just burning time for me, it's not exciting, and the only thing I am left with at the end, is some money. But running rum and repairs to a freeport, that is exciting to me. Will it sell? Will someone undercut me when I am not paying attention? And when I claim my sold contract I know that someone, somewhere are using that to play their game. Both net me money, but I still run rum and rigs even if it is more work and pays less. Because I enjoy the connection to the gameworld.

You need an easy way for devs to control inflation yet still make everyone able to compete. By making trading goods craftable you can basically control inflation by controlling the amount of LH that goes into every item. You could even make a more finely tuned econ fx. gold + gems (harvested, LH+reals) = jewels (crafted, LH+reals+jewellery worksshop), this way low-level or casual players could opt to harvest the ressources sell them to someone else who'd rather want to use those LH to refine those ressources - Only important thing is to make the different workshops prohibitively expensive so as to encourage players to slowly progress towards the more advanced industries.

All can still be regulated by devs in terms of LH req to do the tasks if the inflationary tendency goes out of hand.

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2 minutes ago, Hethwill said:

You missed the entire thread of posts then. I am not commenting on any game other than Naval Action. So i'm not commenting on them.

But apparently the incessant commenting on EvE is a trademark of many.

The incessant search of the "wowowo!!!!" nostalgia somewhere else than EvE...

Well, glad we all have different paths that led us to NA, hence it would be a boring boring entertainment product.

I got to agree with the other one Hethwill. There's a reason why other MMOs attract a wide range of players, and there's a reason why NA doesn't. You can't say that the econ doesn't need a lot of work mate, and to take inspiration from other games that has actually made it work isn't imo a disservice to NA. To censure discussions simply because they don't only take point from NAs current state of econ is honestly arrogant and rude.

I prefer a game that caters to many players that I can then sink. In order to get this we need a game that actually involves many different aspects other than combat, which has been the ONLY thing to work fine in the past 2 years and yet the only thing devs seem to tune again and again. There's nothing inherently 'new' to the current econ patch, it's still sail from point a to point b and print your own money, players with alts and lots of time will get excessively amount of reals and players without alts or perhaps pressed for time will find it to be unable to compete because inflation, again, will run rampant through the server.

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:) that's your reason and what you take out of the NA hobby.

Your own experience. Your own. Not everyone's. It may be shared by others but is your own and you cannot say it is the same for absolutely every single one out there.

And bringing the name of some game that many did never EVER play ( we have players that barely play PC games, so think about that for a second... guys and gals that barely played anything else on a PC other than NA... )

Thing is... and please stop and think for a second...you played some games where you really had fun. Others didn't. But still both sides are in Naval Action and none share the same views of "your game" nor you of "their game".

Having you as a veteran of some fantasy realms MMO doesn't make you more right than a historical world war 2 air combat MMO or a sci fi die hard MMO guy.

Why should it ? 

Accepting that NA shares some aspects with a lot of games is one thing. Wanting that NA is tailored, square and ruler, to what those games are is another thing.

I'll show you one example:

- players love to have their own collection of ships right ?

Well man, i'm going to completely oppose that. Because you see, that's not the BEST in my opinion and I can come up with a lot of games where I know they had much better yadda yadda yadda and therefore

- one player, one character, one ship, one career.

Live and die by cannon and cutlass.

... Does this makes me right or wrong ? Well... neither. Is just my experience and point of view.

But bringing some game ALL the time to serve as compass serves nothing and serves no one justice. It only suits that individual that makes such a post.

IS NA great ? yes.

Can it be better ? very much so.

What would I do to make it better ? definitely a lot. some would like ti, some wouldn't.

And these 3 questions fit to any single one of us NA testers/players of early access.

 

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Not certain where best to post this, but  can you please make the PvP Zone be more random. Today it is in Nassau, yesterday it was La Navasse, the two nights before that it was also in the Bahamas. So 3  out of 4 nights the PvP Zone has been in the Bahamas, unless I missed a night. If randomizing does not work, can you just make it cycle through regularly? La Mona, Aves, and Tumbado need some love.

BTW, why are there two PvP Zones in the Bahamas anyway?

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9 minutes ago, Routan said:

Because Nassau was the one where players went. Thats why Deadman came in. But look at it like this. 

We have 2 shallow, 2 4 rate and 3 1 rate,  so seams resonable enough. Do though think Nassau is more often then the rest.

Agreed that Nassau seems to happen to often. It just doesn't feel spread out enough between them all. I certainly could be wrong tho. Now that 1st rates are becoming more rare (as they should IMO) perhaps they could change the 3 1st rate ones and change one of them to 4th rates. BTW, what are the 3 1st rate ones? Actually, what are all the zones? I know of:

Aves - 4th rate (I think, but can't remember because it's so rare)
La Mona - 1st rate? (also rare)
Les Cayes - 1st rate
Tumbado - 4th rate
Nassau - 6th rate?
Deadmans - 6th rate?

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10 minutes ago, Routan said:

Aves 1 rate

la Mona 4 rat

Tumbardo 1 rate

Nippes 4 rate 

Nassau, deadman 3 5 rate can join 

It how I remember them. But also must say I honnestly mainly go to Nassau.

I know Tumbado is 4th rate, because I attend that one regularly when it pops.

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What if we know the weekly schedule, like active: Nassau / Aves / Deadmans / Tumbado / Hispaniola / La Mona/ Leogane. Yes I know, I want too much, impossible to code...

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Posted (edited)
23 hours ago, victor said:

So ... here is your answer: devs always talk about hardcore/sandbox/PVP referring to this game ... well, EVE online was born as a "small" MMO hardcore/sandbox game and - through the years - has developed into a "big" very succesful game, blending in one server PVP, RVR, missions, trade, craft, exploration and a lot of others things.

Since a lot of us (I mean players liking MMO of that kind) have been playing EVE (and some still play) and think that Naval Action could borrow from EVE a lot of good concepts and mechanics in order to grow into a successful game, we refer to EVE online features as a possible example about how NA could be a better game, while keeping its hardcore/sandbox/PVP flavour.

The only thing they have in common is that they are mmos. One game has sailing ships and the other game has ftl spaceships. The reason naval action struggles with certain mechanics is because of the sandbox instance issue. Economy wise I don't really think you can compare them either since eve has and always will have a way bigger playerbase. That being said I dislike the economy in na too since in hindsight I believe play production buildings were a mistake. It doesn't force people to go out and spread over the map looking for resources. In hindsight everything is easy to judge however... Naval action will unfortunately never be big like eve. It's just the wrong genre. Look at the exploration alone. In space you have no idea what the next cluster, star galaxy or planet will look like.

Edited by HachiRoku
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Posted (edited)

Some feedback as a new player on impossible nation.

It is great to start in shroud, next to pz and a lot of AI for those new players. plenty of fights and fun. Although it is great, with the current permits required for all ship and the impossibility to access admiralty it comes with two major disadvantage:

- cannot reset perk (in shroud we fight only, sextant is a waste of perk)

- cannot get permits for surprise/renomee/cerb?/niagara/heavy rat

- cannot buy basic books

- cannot access pvp mods

This means you are left with mercury as the best ship to go pz and eventually in the idea of a fresh start after a wipe, it will be difficult as a clan to even get a decent fleet for a port battle.

I understand it is meant to be impossible nation, but, with the new permit thing, any new player will be extremely frustrated not being able to craft the biggest ship they can sail.

 

Maybe admiralty should be accessible from open port and neutral port for all nations. Consider if a port is open or neutral, all nations have a consulate or something.

Edited by RKY
suggestion
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