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Development plans update - Second Half of 2019

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On 7/17/2019 at 8:29 AM, Jan van Santen said:

Edit: and yes, a) I know the difference between "rerouted" and "empty" and b) I have downloaded the map with ai routes.... :)

Where can you find this map?

 

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@admin

I know you often face criticism when players are unhappy, so I take the time to congratulate your team for the new paints. They look very good and some are just terrific.

 

Was well worth the wait. Good job :)

Edited by Serk
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2nd half of 2019:

Raids on ports !

 

... BUT FIRSTLY, NEW DLC ! Instead of adding paints to crafting section with dye mechanics etc no, let's sell that 17$ DLC

Epic devs.

Edited by The Banned Sailor
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On 7/17/2019 at 4:51 AM, admin said:

content update 1: Treacherous waters - Traditional update with 2-3 patches

  • Raids on ports
  • NPC Aggression (both in the world and in RVR)
  • Massive Painter DLC and looted Paint Chest update. 
  • Final localization update including additions of some approved community translation to game client

I can see this is already likely in progress... thanks for the paints by the way and I look forward to the rest of the year playing naval action. 

P.S. Not to be too nosey but... are their more ships designs in the making? I know we already have a lot... but hey, why not ask right?

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@admin @Ink @Powderhorn

  • Raids on ports  How is this outlined?
  • NPC Aggression (both in the world and in RVR) Is it safe to assume this is for elite ships only? What are the implications for RvR?
  • Massive Painter DLC and looted Paint Chest update. Thank you!
  • Final localization update including additions of some approved community translation to game client Good stuff!
  • Combat model update and improvements (including proper battle sails mechanics) Define "proper"? What is there that's missing? What do you think can be improved?
  • More variety in upgrades, loot and books How will this improve upgrades?
  • ROE update for patrols Good for the guys who do the patrol zones.
  • New player experience missions and improvements Sounds good!
  • Low cost limited content edition (a-la wow lvl 20 trial) Good luck with that!
  • New progression system (including for crew) If the ranks aren't for crew what are they for?
  • Veteran ranks How will these ranks effect gameplay?
  • Perk system revamp and improvements "Revamp" implies a big change. Looking forward to it!
  • Update to knowledge and book systems What's the update regarding?
    Thanks for your hard work and dedication to this game.
    Many thanks to the whole crew.

    safe travels,
    -slim
Edited by Slim McSauce
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4 hours ago, Slim McSauce said:

@admin @Ink @Powderhorn

  • Raids on ports  How is this outlined?
  • NPC Aggression (both in the world and in RVR) Is it safe to assume this is for elite ships only? What are the implications for RvR?
  • Massive Painter DLC and looted Paint Chest update. Thank you!
  • Final localization update including additions of some approved community translation to game client Good stuff!
  • Combat model update and improvements (including proper battle sails mechanics) Define "proper"? What is there that's missing? What do you think can be improved?
  • More variety in upgrades, loot and books How will this improve upgrades?
  • ROE update for patrols Good for the guys who do the patrol zones.
  • New player experience missions and improvements Sounds good!
  • Low cost limited content edition (a-la wow lvl 20 trial) Good luck with that!
  • New progression system (including for crew) If the ranks aren't for crew what are they for?
  • Veteran ranks How will these ranks effect gameplay?
  • Perk system revamp and improvements "Revamp" implies a big change. Looking forward to it!
  • Update to knowledge and book systems What's the update regarding?
    Thanks for your hard work and dedication to this game.
    Many thanks to the whole crew.

    safe travels,
    -slim

I do agree with you Slim. Most of them needs some explanation, as you mentioned. 

Good job development team ( I feel like @admin is the team now, guess others working on some other titles) Looking forward to changes, still begging for proper patch notes :)

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3 minutes ago, SirAlatriste said:

i Don't understand this

For example A Naval Action that costs (example) 10€ but you can't sail (example) 1st and 2nd rates

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A starter or basic edition is a great idea. 

Example, Up to 5th rate, non-expandable or limited dockspace and warehouse, can not join a clan etc. 

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On 7/25/2019 at 8:59 AM, Serk said:

@admin

I know you often face criticism when players are unhappy, so I take the time to congratulate your team for the new paints. They look very good and some are just terrific.

 

Was well worth the wait. Good job :)

Agreed the new paints are spectacular.

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I'd like to see greater interaction between the players of a faction and their ports. I've seen a few people commenting on the idea of delivering resources to a port in order to keep it functioning. Which, sounds like a perfectly reasonable thing to add, it'd give solo players a thing to do in exchange for a decent reward. (Subjective, I know.) And, would place heavy-emphasis on the faction cooperating and working together in order to combat hostile neighbours.

I feel as if that's something we are lacking, especially in major factions such as Great Britain.

Perhaps it'd also encourage people to remain active on NA, otherwise if a port suffered from a lack of supplies they could receive some sort of debuff or?

 

Edited by Hewlettasha
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I don't like the aggressive npc's on the OS. We had that before years ago and it was annoying. The exception would be if you create legendary npc's that are more rare. You know, famous pirates and such.

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41 minutes ago, Johny Reb said:

I don't like the aggressive npc's on the OS. We had that before years ago and it was annoying. The exception would be if you create legendary npc's that are more rare. You know, famous pirates and such.

I can't imagine that turning all NPCs to agressive would do any good in this game. But I like the idea of elite NPCs which are agressive and which you have to fear :-). And I would love to have elite NPC traders in Indiaman carrying a good amount of rare woods.

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I think traders that fight back would be a good addition... not all... but to develop a few different NPC personalities for the traders... I have also heard some good ideas regarding making the NPCs react according to battle rating... if your battle rating is higher... they run... if lower they try to kill you.

Also another idea I heard is as follows... to make the NPC traders react in flight when you kill their crew to 50% or below... or below the number of crew you command could be an option as well.

This would make trader NPC killing more dynamic and engaging for trader hunters... instead of a quick farm... the trader would put up a fight... I should also mention that they have marines on board and would like to kill the pirate scum that is trying to take the East India Trade Companies stuff. Perhaps they would try to force boarding?

Any way... just a few ideas from a guy that has played this game since almost day one... 

P.S. Aggressive NPCs are a good move in my opinion... as it will deter AFK game play... I cant count how many players I have killed only to have their ship sit their and die to stern raking... I think something should be done to limit the AFK sailing in the game... and maybe the answer is in aggressive NPCs. In my opinion if it makes the game more dynamic... then great... lets do it. After all... this is called Naval Action! I feel that having the risk of being attacked by NPCs while making trade runs is very interesting... The risk would probably only be closer to land though... as most NPCs are generally within the silhouette of land... And on the PVE server having this I think is a must, mostly because... no danger to making trade runs. This being said, I would recommend limiting aggressive NPCs on the PVP server... only because it is full of aggressive players. But hey, either way... I will continue to play... I am on nearly every day.

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On 7/22/2019 at 8:02 AM, Yehoodi said:

Yes the goods trading has basically become extincted.   There is very little profit and a risk of loss (purchased goods) as compared to cargo missions.  

Also, there is a loss of some depth in the game as all those goods that added flavor to the game are basically staying in port. 

Not to mention the reduction in port taxes.  

Hopefully, the goods are staying in the game till the Devs figure out a way to balance things.   Although we have been waiting a while. 

In the end cargo/passenger missions do provide a good base for reals and dubs, but would be nice to see the goods back in the game. 

 

 

Perhaps the cargo missions could actually be set up to transport a specific cargo to a port? Instead of just a place holder item in the hold... maybe it could be to move X amount of logs, or coal, or other resource and pay you for delivery? Don't keep the goods though as you will be branded a thief, and not be able to trade goods for missions between ports for a while...say 4 days or something. This would make moving goods profitable for any trader and would bring back what you want as well regarding the added flavor in trading missions... Then we can say... damn I hope I can deliver these Greenheart Logs  instead of, damn I hope I can deliver this random cargo...  I see your point.

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11 minutes ago, LIONOFWALES said:

I think traders that fight back would be a good addition... not all... but to develop a few different NPC personalities for the traders... I have also heard some good ideas regarding making the NPCs react according to battle rating... if your battle rating is higher... they run... if lower they try to kill you.

Also another idea I heard is as follows... to make the NPC traders react in flight when you kill their crew to 50% or below... or below the number of crew you command could be an option as well.

This would make trader NPC killing more dynamic and engaging for trader hunters... instead of a quick farm... the trader would put up a fight... I should also mention that they have marines on board and would like to kill the pirate scum that is trying to take the East India Trade Companies stuff. Perhaps they would try to force boarding?

Any way... just a few ideas from a guy that has played this game since almost day one... 

P.S. Aggressive NPCs are a good move in my opinion... as it will deter AFK game play... I cant count how many players I have killed only to have their ship sit their and die to stern raking... I think something should be done to limit the AFK sailing in the game... and maybe the answer is in aggressive NPCs. In my opinion if it makes the game more dynamic... then great... lets do it. After all... this is called Naval Action! I feel that having the risk of being attacked by NPCs while making trade runs is very interesting... The risk would probably only be closer to land though... as most NPCs are generally within the silhouette of land... And on the PVE server having this I think is a must, mostly because... no danger to making trade runs. This being said, I would recommend limiting aggressive NPCs on the PVP server... only because it is full of aggressive players. But hey, either way... I will continue to play... I am on nearly every day.

It makes a great deal of sense for the A.I to react to Battle rating according to its own.

So, if we were to put this into perspective:

A.I = 100BR

Player = 340BR 

The resulting action of the A.I would be to run away, however. If it were the opposite the A.I would attempt to intercept the player. Understandably, this does come off to me as a bit of a double-edged sword. We can only tell whether or not the implementation of aggressive NPCs will add dynamic to Naval Action and in-general be widely accepted.

Edited by George Burton
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Yes.... we must have it and try it then... in the name of science. Of course the players that just want to enjoy the beauty of the game will be opposed as they just want to sail and trade unmolested, understandable, but so did the traders historically, they got attacked from time to time though and the results many times were very bad for those that carried their cargo unprotected.

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19 minutes ago, George Burton said:

The resulting action of the A.I would be to run away, however. If it were the opposite the A.I would attempt to intercept the player. Understandably, this does come off to me as a bit of a double-edged sword. We can only tell whether or not the implementation of aggressive NPCs will add dynamic to Naval Action and in-general be widely accepted.

Yes it is a double edged sword... combat goes two ways and is dangerous by nature... The Trader with a will to fight feature would bring some good content for players wanting to hunt them... maybe even have Indiaman NPCs that have escorts... this also would be cool and be a fun activity for smaller clans... well and maybe larger clans alike. Especially if they have a chance at carrying rare materials.

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57 minutes ago, LIONOFWALES said:

Yes it is a double edged sword... combat goes two ways and is dangerous by nature... The Trader with a will to fight feature would bring some good content for players wanting to hunt them... maybe even have Indiaman NPCs that have escorts... this also would be cool and be a fun activity for smaller clans... well and maybe larger clans alike. Especially if they have a chance at carrying rare materials.

I actually like the idea of seeing convoys transporting cargo from one port to the other, perhaps escorted by higher or similar rated ships. I'd definitely say that would add a lot of life to Naval Action. It would give people the opportunity to get more active with a high-risk, high-reward attitude again.

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On 7/17/2019 at 1:51 PM, admin said:

 

  • NPC Aggression (both in the world and in RVR)

 

On 7/17/2019 at 1:58 PM, rediii said:

All nice except this. Depends a lot how it will be implemented...

 

...agree on the second part of your statement ! The size of the NPC Fleets has to get drastically reduced then

On the other hand, noone who comes new to the game, understands that all those enemy ships sailing just past you without taking any notice !! This looks just plain wrong

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9 hours ago, Sir Max Magic said:

On the other hand, noone who comes new to the game, understands that all those enemy ships sailing just past you without taking any notice !! This looks just plain wrong

This is true... there will be a lot of new players learning this one the hard way... at the beginning when they first enter the game... they should get warning spam... ...

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On 8/14/2019 at 1:14 PM, George Burton said:

I actually like the idea of seeing convoys transporting cargo from one port to the other, perhaps escorted by higher or similar rated ships. I'd definitely say that would add a lot of life to Naval Action. It would give people the opportunity to get more active with a high-risk, high-reward attitude again.

Yep... that's the idea I think... glad to se another with an adventurous attitude like this... :)

 

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