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Hotfix for patch 35 - 11 September

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18 hours ago, admin said:

the long term vision for this and future games in this series is to gradually move everything to the captain and separate the skill of sailing from boat stats. We have sailed real boats extensively for practice last 12-18 months and this is the major missing peace

Skilled captain of the age of sail will push his crappy 8 knot boat to sail 15 knots, by for example using gales, wind patches and wave to speed up and individual sails to push for more speed constantly adjusting the boat to sail faster. While an unskilled captain will probably capsize or will be in irons half the time. We are somewhat afraid to break the careful balance by introducing some things that could be added (like capsizing with too much sail), or removing wind indicators and speed indicators (you can only feel the real direction and its not static with wind changing constantly forcing you to turn slightly constantly) and you cannot really know real true speed  (even with knot line)

 

Is it possible that this "from ships to captain skill" will require another rank and ship skills wipe? 

Risultati immagini per are you serious meme

Edited by toblerone

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If you want to balance 1st rates, balance them regarding to 2nd & 3rd rates too please.

maybe keep 42pd for victory only (historical) an 36pd for anything else

nerf santi accel / turn rate / max speed

Increase 64 to 90 guns lineships thickness (maybe structure too) so they get more competitives in lineship battles.

 

 

About the captain navigation skill, i don't know if that can be made into NA at this stage, if this simply translate into gear & magic items or knowledges ala loodsman, that would be nearly pointless as everyone will simply grind the op ones as it is now. But a more player skill based sail & navigation would be rad. Gun stabilisation & turrets-like sniper feeling could also be reworked if we go the more simulation path.

Still the overall gameplay is a priority, eco/rvr, everything must hold & work together first, and i'm not talking about more ai ship.

Edited by Baptiste Gallouédec
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6 minutes ago, Baptiste Gallouédec said:

If you want to balance 1st rates, balance them regarding to 2nd & 3rd rates too please.

maybe keep 42pd for victory only (historical) an 36pd for anything else

nerf santi accel / turn rate / max speed

I would suggest to devs that if we load heavier guns than historical that some negative effect occurs. Maybe massive heel, maybe worse accuracy, maybe horrible maneuverability....dunno, but something.

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On 9/10/2019 at 2:39 PM, admin said:

 

  • Speed for all ships of the line with the exception of bellona, christian and santisima (rare lineships) slightly reduced

 

@admin

Why are there any exceptions when you nerf speed of line ships? Doesnt make any sense, bellona will be abused instead of wasa now. And how is possible that 3rd rate is slower then bellona even if she has 18s instead of 24s?

Edited by Bodye
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Einfach nur noch lächerlich...ein Spiel nachdem Release genauso weiter verkorksen wie vorher auch.

 

Wenn ich jetzt als kleiner Seeman große Schiffe kaper, dann ist der Crafter und Trader wieder aufgeschmissen weil ich diese Schrottschife für wenig Geld verkaufen kann.Dem Crafter ist das doch eh scheiss egal...bessere Bonuse hahaha wen stört dann ein Battlevergleich bei 1 craft u 5 Kaperschiffen.....die Anzahl der Kanonen bleibt doch gleich je Schiff.

Macht lieber eine gute alte Dura auf Schiff...dann hätte man mehr von.

 

Hat dieses Spiel eigentlich ein Langzeit-Ziel? Endlos Patchen vielleicht herje...

Edited by TheAgend47

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On 9/10/2019 at 2:39 PM, admin said:

 

  • Speed for all ships of the line with the exception of bellona, christian and santisima (rare lineships) slightly reduced

 

Speed of bellona, christian and santisima seems to be heavy reduced !?

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If you keep making broad, sweeping changes to the mechanics in this game you're going to drive away all but the most vocal minority.

The game is in a good place now, and I encourage you to continue to tweak the balance, as needed, and focus on adding more content.  If you change things too much, however, there won't be any casual players left to financially support the long-term vision.

If you take away things like the wind and speed indicators, you are only going to make the game more frustrating for new and casual players alike.

As someone who has run a gaming community for over twelve years, I have a lot of first-hand experience regarding keeping people engaged in a specific game for extended periods of time.  These days, there are literally thousands of games vying for the free time of gamers, and they won't hesitate to spend their time playing something else as soon as the frustration surpasses the fun.

As it stands, I've had somewhere between sixty to eighty of my 4,207 community members play Naval Action at some point during development, but I have only been able to get around thirty of them back into the game and actively participating since release.  Of those, I would lose most, if any sweeping changes are made.  The rest would follow, out of boredom and loneliness.  They don't come to these forums, they aren't vocal, but they are representative of the silent majority of players.

It's something to consider.

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19 hours ago, Baptiste Gallouédec said:

If you want to balance 1st rates, balance them regarding to 2nd & 3rd rates too please.

maybe keep 42pd for victory only (historical) an 36pd for anything else

nerf santi accel / turn rate / max speed

Increase 64 to 90 guns lineships thickness (maybe structure too) so they get more competitives in lineship battles.

 

 

About the captain navigation skill, i don't know if that can be made into NA at this stage, if this simply translate into gear & magic items or knowledges ala loodsman, that would be nearly pointless as everyone will simply grind the op ones as it is now. But a more player skill based sail & navigation would be rad. Gun stabilisation & turrets-like sniper feeling could also be reworked if we go the more simulation path.

Still the overall gameplay is a priority, eco/rvr, everything must hold & work together first, and i'm not talking about more ai ship.

Or lower the thickness of the larger ones. To much thickness always causes problems. 

I want a new second rate in the game. A British ones . I don't know why I'm telling you that but it needs to be said. 

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On 9/11/2019 at 3:51 PM, admin said:

the long term vision for this and future games in this series is to gradually move everything to the captain and separate the skill of sailing from boat stats. We have sailed real boats extensively for practice last 12-18 months and this is the major missing peace

Skilled captain of the age of sail will push his crappy 8 knot boat to sail 15 knots, by for example using gales, wind patches and wave to speed up and individual sails to push for more speed constantly adjusting the boat to sail faster. While an unskilled captain will probably capsize or will be in irons half the time. We are somewhat afraid to break the careful balance by introducing some things that could be added (like capsizing with too much sail), or removing wind indicators and speed indicators (you can only feel the real direction and its not static with wind changing constantly forcing you to turn slightly constantly) and you cannot really know real true speed  (even with knot line)

 

I hope we won't end up with captains like in WoWs.

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22 hours ago, toblerone said:

Is it possible that this "from ships to captain skill" will require another rank and ship skills wipe? 

Risultati immagini per are you serious meme

Nah.....the game is "finished" remember?

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2 hours ago, HachiRoku said:

Or lower the thickness of the larger ones. To much thickness always causes problems. 

 

agreed, thickness should not be above 80, even after mods.

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Ok this is nuts already i bought a capped first rate for 100k and another for 200k...so much for 1th rates being rare And powerfull..

They are already cheaper than a decent 5th rates..

This is ridiculous..

 

@admin

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17 minutes ago, Razee said:

Ok this is nuts already i bought a capped first rate for 100k and another for 200k...so much for 1th rates being rare And powerfull..

They are already cheaper than a decent 5th rates..

This is ridiculous..

 

@admin

And some of them can be pretty decent. I got a Fir Fir 3 slot Ocean and a Fir Oak 4 slot Ocean...no port bonuses of course, but really that's not a half bad ship and you can toss some cheapy mods onto it.

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