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Seasonal Update: Treacherous Waters - Preliminary information

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10 minutes ago, Wraith said:

What hypocrisy?  The new changes in fact directly hurt the players among us that run massive alt fleets the most since it makes sailing AFK and those relying solely on riskless passenger/cargo missions that much less efficient at amassing ludicrously large amounts of wealth.

Now, you might argue that ship has already sailed and those of us rolling in Scrooge McDuck-style oceans of doubloons and reals are basically un-catchable by new and casual players, but at least you can still be competitive amongst the non 1% crowd, right?

no actually it benefits you most since the massive nations are the only ones who will be able to run trade goods with any reliability since you can sail across the map and still dock in a friendly port... US, Pirates, Swedes, etc are going to be hard pressed to succeed as they will be ganked within moments of leaving port and even supposing they aren't, any possible target destination will invariably be hostile.

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Feedback about Loki Rune

As fun as it seem and a good idea I find this is just a tool for trolling.
While it was a fun joke to take control of AI and just sail away from the player leaving him in "WTF is going on" state, but I think it's actually a trolling.
Player spends his time to find AI, fights him for half hour and then some player gets control and sails away wasting his time.

Can there be some mechanic that does not allow players to avoid combat when take control of an AI?

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9 minutes ago, koltes said:

Feedback about Loki Rune

As fun as it seem and a good idea I find this is just a tool for trolling.
While it was a fun joke to take control of AI and just sail away from the player leaving him in "WTF is going on" state, but I think it's actually a trolling.
 

If he kills you he gets xp, doubloons and credit for pvp hunt.  Its a win win.
Its a best pvp patch. 
 

(If ai runs he should chain - good practice)

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1 minute ago, admin said:

If he kills you he gets xp, doubloons and credit for pvp hunt.  Its a win win.
Its a best pvp patch. 
 

(If ai runs he should chain - good practice)

WOAH! Hold up. He should not get PvP points when I got thrown into an already sinking AI. You might want to reconsider how the coding searches for battles. Now, do the Loki players get PvP kills, dbls and credits, too?

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1 hour ago, van der Clam said:

WOAH! Hold up. He should not get PvP points when I got thrown into an already sinking AI. You might want to reconsider how the coding searches for battles. Now, do the Loki players get PvP kills, dbls and credits, too?

that's the dice your roll when using the loki rune.

Personally, it's absolutely fine, you enter a battle that the player never expected an enemy player.

If you act like AI until a very important part of the battle you can actually really hello kitty up the player and get the kill yourself.

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Well... we just lost the entire clan in pirate nation.
I'm in contact with most clan leaders in pirates.
Very active clan who was constantly recruiting players.
They have very large US based gaming community with lots of potential to intro more players to NA.
And  now they are gone...
 

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5 minutes ago, Teutonic said:

that's the dice your roll when using the loki rune.

Personally, it's absolutely fine, you enter a battle that the player never expected an enemy player.

If you act like AI until a very important part of the battle you can actually really hello kitty up the player and get the kill yourself.

One of our guys boarded some one right when they where expecting him to sink and loot.  He also found out that the forts/towers shoot at you as if your a player.  So watch out for that if they start shooting at an AI.....that is not an AI...lol.

 

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how much of a change would it be if the Developers actually worked on content that brought new players into the game, rather than restrict the players that are already here, and lets go a step further for arguments sake, how hard would it be to get content that makes new players "want " to stay in the game, this should be one of the highest goals, and Seriously, I don"t think its anywhere on the future road map, 

Keep making the game harder for new players, take our material ability to make new ships if we sink them, just keep doing that, and watch the player base continue to shrink, 

you wanna know what makes a game fun, the ability to craft our own ships, the ability to go out and sink or swim, Jobs where we can acquire wealth, and spend that wealth on things to make our lives better in game, 

but, no.  Lets make the game wealth harder to get, lets make ships harder to craft, why? because a 1% of the player base wants this, and is afraid others will be able to gather this elusive wealth that they already have, heavens no, make the game harder, like i said, bringing new ppl into the game isn't even being thought about, nowhere on the future road map, and not anywhere in the developers plans

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1 hour ago, koltes said:

Well... we just lost the entire clan in pirate nation.
I'm in contact with most clan leaders in pirates.
Very active clan who was constantly recruiting players.
They have very large US based gaming community with lots of potential to intro more players to NA.
And  now they are gone...
 

Maybe a good time to change pirate mechanics and make them pirates rather than a nation?

Hope those US players join he US faction.

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@admin the wind gust seems nice addition to the game BUT, when under effect of wind gust, changing direction should cause you to lose the gust ! This way it will help the general complaint about this feature.

So, when you use wind gust, you have a timer 15 seconds ? to adjust a heading, after the timer if you change direction more than 15 ? degrees you will lose the gust.

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@admin 

I do not like the way your wind gusts work, but I do not reject wind gusts in generell. They should not be activated by clicking, they should be a zone on the ocean, maybe indicated by clouds and/or a different looking surface of the waves. A ship in this zones can move faster, leaving this zone sets back the speed to normal. 

I cannot imagine that you clicked on your yachting trip any wind gust.

And wind gusts should be moving across the ocean. So you can stay in them for some time, when on the same course, if you sail a different direction it is a limited experience. 

So, please remove the choice to click a wind gust, it is there when you are in.

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6 minutes ago, Sea Archer said:

A ship in this zones can move faster, leaving this zone sets back the speed to normal. 

So changing heading more than just a small amount, should cause you lose the gust. Seems basic, prevents tagging problems.

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36 minutes ago, Destraex said:

Maybe a good time to change pirate mechanics and make them pirates rather than a nation?

Hope those US players join he US faction.

Its a military community. They unfortunately didnt just leave the nation. They left the game. Their leader communicated that the issue wasnt that the pirates were hard.

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10 hours ago, admin said:

OVERLOAD WORKAROUND!

Switch to enemy ship
Split the cargo
Drop to your ship
Switch back. 

Do you still lose all your ship knowledge when you do this ?

Would be crazy if you do ??

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I just played.

Only 216 online (including alts)

Stores are empty, except home port

Resource trading is so unprofitable, it's not worth doing. The whole trading system is stagnant

Even "lazy" trading of generic barrels now gives no doubs

Books, permits, upgrades, repairs, etc. non-existent, except in home port...literally zero items at ports I visited

Crafting points don't count for the dozens of items I craft, except ships. WTF?

The new wind "arcade toy" allowed a 4th rate to run after my "trading" cutter (no, i was not afk). Stupid, unrealistic.

It takes countless hours of grinding to open slots, rank up, and acquire mods for a competitive ship, only to lose it being ganked in 1 fight

PLEASE simplify & remake this game so that there's a variety of fun things to do & ships are more evenly-matched.

I've paid good $$ for this. Things are REALLY screwed up right now. My proof? As above, only 216 online 

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1 hour ago, koltes said:

Its a military community. They unfortunately didnt just leave the nation. They left the game. Their leader communicated that the issue wasnt that the pirates were hard.

That is a shame. US Military playing pirates is also a bit strange . I guess sometimes you have to play the bad guys.  But that is not a conversation for here. I understood thr pirates were collapsing anyways. So I doubt even if they say, that it was just these game changes.

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2 hours ago, AeRoTR said:

So changing heading more than just a small amount, should cause you lose the gust. Seems basic, prevents tagging problems.

You should not be able to choose the heading, where the gust blows. The wind gust should simply be there, if you sail in the same direction, you will have a long acceleration, if you just cross it, it will be short speed boost.

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21 minutes ago, Destraex said:

That is a shame. US Military playing pirates is also a bit strange . I guess sometimes you have to play the bad guys.  But that is not a conversation for here. I understood thr pirates were collapsing anyways. So I doubt even if they say, that it was just these game changes.

Not sure what you are on about pirates man. Some of you forgetting that pirates are just another nation and all the same players as everybody else doing exact same gameplay as everyone else 😏  

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11 hours ago, admin said:

@van der Clam

OVERLOAD WORKAROUND!

Switch to enemy ship
Split the cargo
Drop to your ship
Switch back. 

This do not work if ennemy ship is sunk.

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10 hours ago, Wraith said:

This is the foundation of a more sane economy

I don't understand how your answer as an explanation of the issue(s) with AFK sailing.

How do I hurt others by sailing while making a cup of tea.  If I have NA on a second monitor while working, why is that negative to others.  Some of my journeys are long and I like to imagine I am the ship's commander and i have retired to my cabin.

Look, I trade.  I like the long sails, and even when I am actively playing I am often looking the chart (Recluse's map) or writing in the ship's log.  I don't do delivery (econ) missions very often, usually just a passenger, or two, when I am making a trip for another reason.  The trade I prefer is to supply resources to other players, or establish repairs at reasonable prices.  Trading shop goods and delivering econ missions become boring very quickly. 

But it seems that the @admin is against the idea of AFK sailing, and I don't understand why.  If I knew the reason why I might stop doing it so that I would not be contributing to a problem.  But, I suspect that when I am AFK I am not hurting anyone.

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11 minutes ago, Macjimm said:

I don't understand how your answer as an explanation of the issue(s) with AFK sailing.

How do I hurt others by sailing while making a cup of tea.  If I have NA on a second monitor while working, why is that negative to others.  Some of my journeys are long and I like to imagine I am the ship's commander and i have retired to my cabin.

Look, I trade.  I like the long sails, and even when I am actively playing I am often looking the chart (Recluse's map) or writing in the ship's log.  I don't do delivery (econ) missions very often, usually just a passenger, or two, when I am making a trip for another reason.  The trade I prefer is to supply resources to other players, or establish repairs at reasonable prices.  Trading shop goods and delivering econ missions become boring very quickly. 

But it seems that the @admin is against the idea of AFK sailing, and I don't understand why.  If I knew the reason why I might stop doing it so that I would not be contributing to a problem.  But, I suspect that when I am AFK I am not hurting anyone.

From what I have seen over the last few years of the game it seems that the issue is not that there is a problem with AFK sailing but that the general outlook is against trading in general. A while back trading was a good way to generate funds for those players that did not like to pvp all the time. This was when trade goods had different weights and you had to actually think about what to carry and to where. This was outright killed when all trade goods went to 100 (this also removed any reason for a raider to actually board a ship and grab the cargo, it led to them just sinking the trade ship outright) and the profit per ton allocated went down and the sailing distance actually had very little effect on the profit to be gained. Next was the nerf to turn rates (the only real tactic that a trader could use to avoid getting their masts shot off) and this allows raiders to achieve more hits on a trader. Next we have delivery missions and the general opinion that they are cost free, that is a rather short sighted view. Nothing in this game is without some cost. Even a trader that loses a trader has to now spend time either building a new trader or going out to capture one (which usually are crap and could not outrun a 90 year old with a walker). Now we have wind gusts that will make it easier for a raider to catch a trader and now instead of having 20 seconds to identify WHERE the attacker is and adjust course to evade the target has only 8 seconds. This permits the trader just about enough time to say oh crap before the battle starts. Heaven forbid they might be using chat to discuss things or might be looking at the map or as one person said, getting a cup of tea. Next we will see limited ammo which I am sure traders will carry the smallest percentage of all classes of ships. I would not be surprised to see that trading disappears in the future.

 

TLDR: Basically, the game has always been focused on warship to warship/trader combat. Trading was a thing a while ago but the primary method of generating funds is through pvp combat. 

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16 hours ago, koltes said:

Well... we just lost the entire clan in pirate nation.
I'm in contact with most clan leaders in pirates.
Very active clan who was constantly recruiting players.
They have very large US based gaming community with lots of potential to intro more players to NA.
And  now they are gone...
 

Yep.  Before this update came along and absolutely crushed our Clan's morale, we were actually ramping up to do a big giveaway during the upcoming Steam Halloween Sale, to bring in more new players by handing out copies of the game to our members who had it on their Steam Wishlist.  We might be a large community by most standards, but we're a non-profit entity, so we try to sync up our giveaways with Steam Sales.  The MG XO--my second-in-command, who assists me with overseeing the MG community--was also very active in Naval Action.  He owns a chain of game stores in Texas, and in recent months, he's been branching his business out to include selling game keys, and I know he was very interested in reaching out to the publishers of this game to start selling Naval Action Steam keys, and hopefully get it distributed to more players in the US, all because he believed in its potential.  As to whether he is still interested in that, I can't say, but in light of this game branch literally becoming almost nonexistent within the last few days, we definitely won't be doing a giveaway.

The primary causes for this sudden turn of events are the drastic, untested changes to the game mechanics resulting from this latest update, and the way admin chose to respond to any kind of constructive criticism regarding these issues.  Those responses crushed any hope any of our members might have been clinging to for these changes to be reverted.  Those issues, were the final straw for us.

Now, I've been here since the earliest days of this game, and a member of these forums for even longer, and I've weathered all kinds of crazy changes to the game the same as a lot of you have, but that was also during development, when it was to be expected.  These extreme changes to what is supposed to be a fully-released game broke the core game mechanics, and it dropped the bottom out of the already struggling player-driven economy, so much so that even our most-dedicated Naval Action Clan members decided that they had finally had enough, and were stepping back from the game.  As more of them continued to voice their disappointment at the direction the game has taken with this update, it made me realize that I, too, no longer found the game to be rewarding for the time investment it requires.  After making our big post-release push to get our members back into Naval Action, and personally averaging between 4 to 8 hours a day in this game for the past 3 months straight, building our Clan into a competitive organization in a shorter amount of time than most, I've finally hit the wall, too.  It's becoming more and more clear to me that this game is being developed to cater to a hardcore, vocal minority within the playerbase.

I can't say for certain that our community is done with Naval Action for good, but after having spent years now working to get our community members engaged in this game, striving against the odds to keep them engaged in spite of the game's shortcomings, and having watched so many of them leave in favor of games that are more rewarding to them for their time, I would say the outlook is anything but great.

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2 hours ago, Bluetooth said:

Do you still lose all your ship knowledge when you do this ?

Would be crazy if you do ??

I tested this little switch/split/switch idea and yes it will get the cargo to your ship, but at a cost. Your knowledge slots remain unchanged while in the battle but once you leave they are lost.

I enabled expert carpenter on my surprise, this increased the hull repair usage to 4. I captured a ship, switched. Exited the inventory screen to access the cargo (required) and split the cargo. Then hit x to interact with my original ship to switch back and moved the cargo. Checked repair and it was still at 4. Upon returning to port though I checked and all knowledge slots were blank.

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I would like to suggest two additions. First a player that leaves a PvP battle should have a wind bonus for at least 5 minutes to avoid being tagged over and over again by wind bonused ships waiting outside the battle. There must be a chance to escape from a gank. This would promote PvP. Second the time for the wind bonus for trader ships should be doubled to promote trading activities.

Edited by Sir Loorkon
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