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Seasonal Update: Treacherous Waters - Preliminary information

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7 minutes ago, Yar987 said:

US players don't really get off on sticking to their own nation like other nationalities seem to. Not a criticism, just an observation. 

you must not have been in the US nation. there are tons of US players that stick to the nation BECAUSE of nationalism ;)

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I suppose it will be funny if @admin add ability to hire NPC by players to attack specific enemy port.

And will add ability to owner of port to pay to NPC for not attack their port.

 

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10 minutes ago, Angus MacDuff said:

I dunno...winds are very predictable in the Caribbean...we just cant use the realistic winds as they would hurt the game.  I think we need to stop thinking of them as some sort of random gust of wind and realise that they are purposely placed 'speed boost' locations.  I also think that it is too early to react strongly to this as we have not really played it to its full potential.  I also think it is too early (yes @admin, i'm looking at you...) to lock it in as a done deal with no possible modification.

True but nonetheless those gusts are so close together that even the short ones with 72% speed boosts overlap so that you get a new one before the old effect is used to 3/4 of their duration.

 

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2 minutes ago, qw569 said:

I suppose it will be funny if @admin add ability to hire NPC by players to attack specific enemy port.

And will add ability to owner of port to pay to NPC for not attack their port.

Splendid idea!!!

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Further Feedback.

1. Loki Rune is honestly probably my favorite addition in the patch. Most of my clan have been enjoying it.

2. I still seriously think that Trade Winds need to be adjusted. Whether that be creating a zone, or not allowing anyone to attack a player while under the influence of a wind gust, or being able to use the Wind until a player/Landmass is within view. 

3. Economy is odd, I don't think we will see the implications for a while and instead it's just knee jerk reaction irritation. That being said - IF their are changes they should be clearly stated what was changed. IF doubloons have been increased in loot, missions, or PvP - it should be told to us before we all just keep yelling about how doubloons are gone.

3.5 - Furthering on this I still want to iterate again how a balance Economy is really crucial for a healthy game and I think that you should give the Economy the same care that you give your battle/sailing mechanics. 

4. BR ship balance and BR limits on Port Battles still need to come in order to garner more activity with the groups I know about. I honestly don't see significant long-term levels of population if this isn't addressed at least every 2-3 months.

5. NPC Port Battles from "RAIDERS" Has a ton of issues that need to be addressed, at this time It's literally not worth defending even if it meant losing your port because the battle ends WAY too quickly.

Edited by Teutonic
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16 minutes ago, Teutonic said:

you must not have been in the US nation. there are tons of US players that stick to the nation BECAUSE of nationalism ;)

I'm sure there are! Just not to the degree that other flavors of player seem to.

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Apologies if this has been answered previously. I have used the speed boost in a Tbirg and Indiaman but failed to note any speed differences.

Using the same wind gust and the same point of sail, does a larger ship (L"Ocean) get the exact speed boost as a smaller, faster ship e.g. Lynx, or will the L'Ocean get a boost, but a slower or faster speed boost than the Lynx?

Edited by Captiva

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1 minute ago, Captiva said:

Apologies if this has been answered previously. I have used the speed boost in a Tbirg and Indiaman but failed to note any speed differences.

Using the same wind gust and the same point of sail, does a larger ship (L"Ocean) get the exact speed boost as a smaller, faster ship e.g. Lynx, or will the L'Ocean get a boost, but a slower speed boost than the Lynx?

The boost % is the same the net speed increase SHOULD be different... though in practice I haven't noticed much of one.

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1 minute ago, ZWAJO said:

The boost % is the same the net speed increase SHOULD be different... though in practice I haven't noticed much of one.

Yes, I would think that the actual speed boost would be (should be) relative to the size of the ship.

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1 minute ago, Captiva said:

Yes, I would think that the actual speed boost would be (should be) relative to the size of the ship.

not size, as much as speed of ship... if I increase a 10kts ship by 50% that's 15kts  if I increase a 15kts ship by 50% that is 22.5kts... but again that's not what you see in OW so there is more to the maths than that.

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2 minutes ago, ZWAJO said:

if I increase a 10kts ship by 50% that's 15kts  if I increase a 15kts ship by 50% that is 22.5kts... but again that's not what you see in OW so there is more to the maths than that.

Perhaps Admin can give us all a definitve answer.

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2 minutes ago, Captiva said:

Perhaps Admin can give us all a definitve answer.

Wouldn't count on it, admin seems to have taken a page from Donald Trumps playbook...  "best patch ever, everything is the greatest its ever been, anything to the contrary is fake news!" 

His capacity to provide solid data is somewhat lacking.

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not hating the wind'gusts', but the iconspam is not very immersive ... (too many windgusts, too close to each other, the detectionradius is also too big (it seems like you can detect them when not even in visual range ... this makes the gps-function (sorry forgot the name) more usefull offcourse if you want to sail to the icons from an unknown position).

Also, you get a boost in every direction ... which doesn't make much sense to me?

With the timers, you can just sail up to main land with incredible speed, while closer to land you might expect the wind to blow less hard?

I would have thought that wind would blow in one direction? So, more like entering a 'corridor' where you have optimal windconditions?

With optimal windconditions, we could have different effects for different ship-classes? (like a strong gale wouldn't really benefit a small ship, but a bigger one will be able to sustain the stresses and vice versa)

Edited by Eyesore

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1 hour ago, qw569 said:

I suppose it will be funny if @admin add ability to hire NPC by players to attack specific enemy port.

And will add ability to owner of port to pay to NPC for not attack their port.

 

Mafia extortion system in Caribbean; confirmed.

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Meanwhile, I hear in PvE server chat that international coop in port battles isn't possible. For hostility missions, they can join.

Very disappointing, given the warnings we issued here weeks ago, as we know our server and related problems to field enough players for PB.

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40 minutes ago, Cetric de Cornusiac said:

Very disappointing, given the warnings we issued here weeks ago, as we know our server and related problems to field enough players for PB.

Don't worry the way the PVP server is headed the PVE server will soon have the biggest population. ūüėĀ

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So most of the people I sail with don't mind the boost but hate that you can tag while boosted.

What about a tag cool down of 10 seconds which ends the boost.

Loki is funny as hell. More drops please.

Log book was silly and naff.

Econ missions is tough on new players. Old hands who are rich don't need them so don't care. Also there will be less targets now.

Also we are quite surprised at the size of the changes! Feels like beta all over again.

 

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I think that the feeling depend by the player, his skill, how long he"s playing this game and the faction. From the point of view of a new player, like I'm, in the pirate side, well is a lil boring to be hunted in fast way if you are not more fast to take the first wind boost near your dock. From the other side is good to move more faster along the map. 

 

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27 minutes ago, Wraith said:

you can't tag while boosted then it's basically just an invulnerability tool for people.  You can't catch me while I'm boosted, and can't tag me if you're boosted.. therefore, I'll be boosted and safe from everyone.  Thanks, bye.

Slow down and re-read.

I said most of my friends don't like that YOU can tag while boosted and think a 10 second cool down for tagging would be good.

So if you tag someone while boosted or you are tagged while boosted you have a cool down at normal speed say 10 seconds before you can tag properly.

That way normal OW rules would apply and the super speed gank would be lessened a bit.

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10 hours ago, WilsonMG said:

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 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.

@admin PLEASE read this.

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Maybe we could listen to reason and just fix all of these problems by applying the speed boost to the map and not the individual player, so that ships will still behave as they should, and still have their designated roles and specialties, points of sail would still matter, and speed bonuses would be applied fairly to all players, and all ships, at all times, based on where they are, without the need for complex code changes, as I have suggested here: 

This system would still allow people to cover greater distances in much less time, and cut people off by sailing faster while farther out to sea (not a bad thing), and while it would still create some issues with the current ROE mechanics, that is a balance issue, not a core gameplay issue, like we have now.

You could even keep the button, or better yet, create a simple, random QTE so that it couldn't be activated while AFK or by bots/macros!

I think we would all like to see trade winds, or proper wind zones, but let's face it, that takes time to code, and Game-Labs needs to balance development time against the potential benefit to their customers so they can stay in business, and the engine has its own technical limitations, so the simplest solutions are the best solutions, and the most likely ones to be implemented.

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7 minutes ago, Wraith said:

If reals and doubloons are essentially accrued passively by time spent in game with no-risk or investment, then what's the point of even making us run cargo/passenger missions to get them?

Well that's either a flat out lie or an oversimplification.

Gathering reals and dubs with trade missions still takes time and effort.  There is risk and time investment.

Your oversimplification could be applied to grinding raid missions as well.  "Well, since I'm going to get them anyway eventually in the long run, why not just pay me an allowance"?

BTW, paying an allowance would be BRILLIANT.  People would go out and PvP and have fun, because they wouldn't be worried about losing ships.

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5 hours ago, rediii said:

The only problem I see with wind is that there are many around capitals but since all players that play around capitals will not sail close to them the attackers have a benefit of easier tagging. So aggressive playstyle benefits.

What could help here is getting the reenforcement zones back which should not spawn AI but make windbuffs disappear. (So raiders can't raid with 90% speedboost)

Thats the ONLY problem you see with the wind ??

Not that it is unrealistic in nature, defying the  advocated "realistic hardcore sailing simulation" ???

So for you its okay, that 2 Captains have different wind speeds in the same area ??

 

Then you changed completly your mind about the game, remembering all your posts from the last 3 years

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16 minutes ago, Wraith said:

Up until the most recent patch it literally is not an oversimplification. With a few alts you can pull down a few million and many thousands of doubs doing nothing other than 10 minutes of sailing, and then once every few days a 45 minute AFK sail, dropping off all your passengers and collecting the rewards.  If this isn't passive money accrual it's pretty damn close.

It absolutely was an oversimplification and it still is.

1.  Most people don't have alts.  And they certainly don't have "a few alts".

2.  Even if you had an alt, it sure as hell took more than 10 minutes.

3.  There is still risk involved.  Like holy hell son, go and do your "10 minute" AFK sail down the coast of Belize and see how far you get, on average, over the week.

17 minutes ago, Wraith said:

Ask yourself why people don't go out and do PvP and have fun now?  They don't need to worry about losing ships, hell you can go cap yourself a dock load of AI 1st rates and spend all day in the PvP zone... for literally the cost of what, a few minutes for each ship in a kill mission? Do you really need free reals and doubloons to justify doing this?

1.  Most people aren't admirals.

2.  Most people would like to stand a chance in a fight.  Taking a Mahogany/crew space ship into battle against a crafted one with mods and upgrades is pointless.  People don't join fights to get killed.

So yeah, grinding tens of thousands of dubs and millions of reals to be competitive in a fight IS A THING.

20 minutes ago, Wraith said:

Why even have crafting?

Because it's fun for a certain subset of players.  And unlike Loki runes or AI captures of ports or 85,000 dub shipyards that can only be afforded by people already in clans big enough to go on accept the risk of raids, crafting doesn't take away from anyone's game experience.

With almost every single change included in the patch, it has made getting ships tougher and more time-consuming, and it's increased the risk of getting the resources of getting them, and it's exposing players to more unwanted risks where they lose the ships they're grinding so hard for.  This reduces the incentive to PvP.  This increases the amount of time players need to grind before they have the resources to PvP.

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9 minutes ago, Sir Max Magic said:

 

So for you its okay, that 2 Captains have different wind speeds in the same area ??

 

We already said it is totally realistic, just a bit exaggerated (because ow speed even basic ones exceed 100 and ow travel is abstract - everyone know it).
Its a known fact that two identical boats can have different wind speeds in the same area, especially on the borders between high/low pressure zones. In fact a ship can have 0 wind at all and another ship 1 mile away can give 2 knots.  Only in tradewinds the wind pressure is somewhat uniform and even then there are lower and higher pressure zones.

We plan to remove speed indicators some once we add the skill knot log (if this happens - not guaranteed). Removing indicators will bring peace of mind. 
In addition to that we will add barometer that will help predict wind change and wind strengh (changing speeds between classes in real time)
Current wind gusts will lock this all together. 

+ We no longer tolerate time wasting for hours. 

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