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Current state of the game... Why are players leaving?


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Current state of the game... Why are players leaving? It's boring… No clear objectives.

Analysis and improvement proposals.

For boobs players, the routine involves performing "trading" tasks, which are usually boring missions of transporting goods or passengers. Making some money is mandatory but not enjoyable, as it needs to be done in order to get back to fighting. Most players dislike this routine as it consumes a lot of time and deviates from the immediate gratification and the main point of the game: combat and battles.

 

Developers attempt to encourage player-versus-player combat through the game's environment and rules of engagement to make it exciting and appealing, but these strategies don't work in all aspects of the game. Some battles are fun, but in general, "shoot and kill quickly" games are more popular. Perhaps Naval Action needs more fun and clear objectives. Additionally, this game requires belonging to a clan and going through a long learning process. This generates several problems, leading the developers to add and remove rules repeatedly. They believe that by doing so, they will improve and control the game, avoiding unfair situations, but this has resulted in the game lacking direction. With each reset, previous progress is lost, and nothing really fun is added. The result is a slow and boring game. All players have experienced occasions where they have no money, no available battles, or go into a battle with enthusiasm only to find it dull. But above all, there is a lack of a final objective, a clear purpose.

 

What is the objective of Naval Action in its current state, with 3 servers and a lack of players, a complicated trade and crafting system, and few opportunities for combat? It cannot be said that it is improving; rather, it is becoming more complicated with the introduction of absurd resources and few or no new dynamics that contribute to a global objective or additional fun.

 

In the latest updates of May 2023, it seems that developers are trying to protect novice players with an anti-ganking green zone. That's fine, but what happens if you can barely rank up because experience gain has been reduced, and you see a complex promotion system and unattainable ships? You become discouraged and quit. You run out of money, make little progress in rank, missions don't help much, and you believe you won't be able to reach certain aspects of the game. Fun is scarce and can only be found in clan support and the player community. Clans provide assistance to new players as a patriotic community, but they don't offer the fun or objectives that the game needs. All of this is due to developers who listen very little. Among the player community, there are engineers, sailors, historians, and veterans who have been providing advice since 2016 without feeling heard. I repeat, there is nothing in the game that truly gives meaning to combat aside from the action itself, but there is also nothing that gives meaning to trade, to a nonexistent military career, or to a more enjoyable and realistic fight. When I say "realistic," I mean, for example, a game like "Sid Meier's Pirates!" It is a simple, historical, fun, and realistic game in terms of its dates and progression. Please read the positive reviews on Steam.

 

In this game, there was a sense and purpose at the beginning. There were characters, a search for family and treasures, historical events, hidden maps, and real characters you could identify with. All of this made it very enjoyable and immersed you in a story and an environment with highly believable characters for that era. Sometimes simple videos or stories were included that you had to complete. Knowing the final objectives of a game makes it desirable and achievable in some way. In "Sid Meier's Pirates!", for example, there were various characters like pirates and governors, and besides making money and gaining position, you had to fight, trade, engage in land and sea battles, and visit the entire Caribbean. Even without the need to belong to a clan or participate in large battles, the game was extremely fun.

 

Therefore, dear Naval Action developers, you should consider making the game more enjoyable in all aspects from the beginning. When you learn, when you sail, when you go into battle alone or when you want to go into battle with your clan. To achieve this, better historical immersion is needed, more realism, and simplifying things a bit. It is necessary to establish a beginning and an end for the game.

 

The developers announced a historical period and have created ship replicas from approximately 1730 to 1815. It would be easy to incorporate many of the things players have requested in all the forums. If in the end, they are going to take away your money and ships in this game, establish a date and carry out the announced and known reset. Don't provide unpleasant surprises or robberies under the excuse of an undated reset. Announce it and establish the end of the game in 1815, and then be able to set objectives within a specific timeframe.

 

For example, some possible objectives could be:

 

Become a General in your National Navy or Clan, which could provide you with a monthly salary and ships from the rank of a cabin boy, without the need for trading.

Become a great trader and acquire properties or cities that you can pass on to a future child in case of a reset.

Be a famous pirate or pirate hunter with bounties.

Be a renowned shipbuilder sought after by all nations for your services.

Become Admiral Nelson or the Spanish Blas de Lezo, with the objective of defending Cartagena from a major attack, among other examples.

Participate in "real" battles prepared by AI, such as the Siege of Cartagena de Indias, the conquest of Havana, or the Battle of Trafalgar. And without the need for extensive experience, with an automatic shooting mode and navigation assistance, only for certain historical battles.

These are possible objectives, in which you know when they will occur (date-timer set for two years) and only need to demonstrate merit and register to participate. These objectives are more realistic when based on history and accompanied by a schedule indicating when events will happen, whether wars, earthquakes, conquests, or whale hunting. Thus, in a single server with all players gathered, you can focus on a personal story, on your objective, and continue with the current dynamics, knowing that the game will end in 1815. It is logical that when you start a story, you know when and how to finish it. That is an objective and a purpose. The game could last, for example, 2 years in real-time, which would equate to about 7 historical years for each real month of gameplay. During that period, there were 7 wars in the 18th century, with numerous battles and events that can be replicated in the game and could serve as an excuse to justify new objectives, missions, new historical characters to add dynamism to the game and events that make you feel more immersed and entertained (protagonist of real past events).

Therefore, simple and fun things should be implemented, such as adding the Portuguese nation, whale hunting, storms with shipwrecks, lightning, lighthouses, treasure hunting, slave trading, and fleets of the Indies for everyone, not just for the Santísima and the Victory. New objectives should be incorporated, and everything that complicates players' lives should be reduced. Simplifying travel and focusing solely on ships would be a good option. Make everything more playable and establish a starting point in 1730 and an end in 1815, with multiple objectives and historical events that take place within a maximum of two years of real gameplay, which is approximately equivalent to 3.5 historical years for each real month of gameplay. During that period, there were 7 wars, you can check and take inspiration from Wikipedia, with numerous battles and events that can be reproduced in the game and could serve as an excellent excuse or means to justify new objectives, missions, and historical characters that provide variety and fun to the game.

 

I hope that this proposal for a "new historical timeline with specific objectives a

Current state of the game... Why are players leaving? It's boring… No clear objectives.

Analysis and improvement proposals.

For boobs players, the routine involves performing "trading" tasks, which are usually boring missions of transporting goods or passengers. Making some money is mandatory but not enjoyable, as it needs to be done in order to get back to fighting. Most players dislike this routine as it consumes a lot of time and deviates from the immediate gratification and the main point of the game: combat and battles.

 

Developers attempt to encourage player-versus-player combat through the game's environment and rules of engagement to make it exciting and appealing, but these strategies don't work in all aspects of the game. Some battles are fun, but in general, "shoot and kill quickly" games are more popular. Perhaps Naval Action needs more fun and clear objectives. Additionally, this game requires belonging to a clan and going through a long learning process. This generates several problems, leading the developers to add and remove rules repeatedly. They believe that by doing so, they will improve and control the game, avoiding unfair situations, but this has resulted in the game lacking direction. With each reset, previous progress is lost, and nothing really fun is added. The result is a slow and boring game. All players have experienced occasions where they have no money, no available battles, or go into a battle with enthusiasm only to find it dull. But above all, there is a lack of a final objective, a clear purpose.

 

What is the objective of Naval Action in its current state, with 3 servers and a lack of players, a complicated trade and crafting system, and few opportunities for combat? It cannot be said that it is improving; rather, it is becoming more complicated with the introduction of absurd resources and few or no new dynamics that contribute to a global objective or additional fun.

 

In the latest updates of May 2023, it seems that developers are trying to protect novice players with an anti-ganking green zone. That's fine, but what happens if you can barely rank up because experience gain has been reduced, and you see a complex promotion system and unattainable ships? You become discouraged and quit. You run out of money, make little progress in rank, missions don't help much, and you believe you won't be able to reach certain aspects of the game. Fun is scarce and can only be found in clan support and the player community. Clans provide assistance to new players as a patriotic community, but they don't offer the fun or objectives that the game needs. All of this is due to developers who listen very little. Among the player community, there are engineers, sailors, historians, and veterans who have been providing advice since 2016 without feeling heard. I repeat, there is nothing in the game that truly gives meaning to combat aside from the action itself, but there is also nothing that gives meaning to trade, to a nonexistent military career, or to a more enjoyable and realistic fight. When I say "realistic," I mean, for example, a game like "Sid Meier's Pirates!" It is a simple, historical, fun, and realistic game in terms of its dates and progression. Please read the positive reviews on Steam.

 

In this game, there was a sense and purpose at the beginning. There were characters, a search for family and treasures, historical events, hidden maps, and real characters you could identify with. All of this made it very enjoyable and immersed you in a story and an environment with highly believable characters for that era. Sometimes simple videos or stories were included that you had to complete. Knowing the final objectives of a game makes it desirable and achievable in some way. In "Sid Meier's Pirates!", for example, there were various characters like pirates and governors, and besides making money and gaining position, you had to fight, trade, engage in land and sea battles, and visit the entire Caribbean. Even without the need to belong to a clan or participate in large battles, the game was extremely fun.

 

Therefore, dear Naval Action developers, you should consider making the game more enjoyable in all aspects from the beginning. When you learn, when you sail, when you go into battle alone or when you want to go into battle with your clan. To achieve this, better historical immersion is needed, more realism, and simplifying things a bit. It is necessary to establish a beginning and an end for the game.

 

The developers announced a historical period and have created ship replicas from approximately 1730 to 1815. It would be easy to incorporate many of the things players have requested in all the forums. If in the end, they are going to take away your money and ships in this game, establish a date and carry out the announced and known reset. Don't provide unpleasant surprises or robberies under the excuse of an undated reset. Announce it and establish the end of the game in 1815, and then be able to set objectives within a specific timeframe.

 

For example, some possible objectives could be:

 

Become a General in your National Navy or Clan, which could provide you with a monthly salary and ships from the rank of a cabin boy, without the need for trading.

Become a great trader and acquire properties or cities that you can pass on to a future child in case of a reset.

Be a famous pirate or pirate hunter with bounties.

Be a renowned shipbuilder sought after by all nations for your services.

Become Admiral Nelson or the Spanish Blas de Lezo, with the objective of defending Cartagena from a major attack, among other examples.

Participate in "real" battles prepared by AI, such as the Siege of Cartagena de Indias, the conquest of Havana, or the Battle of Trafalgar. And without the need for extensive experience, with an automatic shooting mode and navigation assistance, only for certain historical battles.

These are possible objectives, in which you know when they will occur (date-timer set for two years) and only need to demonstrate merit and register to participate. These objectives are more realistic when based on history and accompanied by a schedule indicating when events will happen, whether wars, earthquakes, conquests, or whale hunting. Thus, in a single server with all players gathered, you can focus on a personal story, on your objective, and continue with the current dynamics, knowing that the game will end in 1815. It is logical that when you start a story, you know when and how to finish it. That is an objective and a purpose. The game could last, for example, 2 years in real-time, which would equate to about 7 historical years for each real month of gameplay. During that period, there were 7 wars in the 18th century, with numerous battles and events that can be replicated in the game and could serve as an excuse to justify new objectives, missions, new historical characters to add dynamism to the game and events that make you feel more immersed and entertained (protagonist of real past events).

Therefore, simple and fun things should be implemented, such as adding the Portuguese nation, whale hunting, storms with shipwrecks, lightning, lighthouses, treasure hunting, slave trading, and fleets of the Indies for everyone, not just for the Santísima and the Victory. New objectives should be incorporated, and everything that complicates players' lives should be reduced. Simplifying travel and focusing solely on ships would be a good option. Make everything more playable and establish a starting point in 1730 and an end in 1815, with multiple objectives and historical events that take place within a maximum of two years of real gameplay, which is approximately equivalent to 3.5 historical years for each real month of gameplay. During that period, there were 7 wars, you can check and take inspiration from Wikipedia, with numerous battles and events that can be reproduced in the game and could serve as an excellent excuse or means to justify new objectives, missions, and historical characters that provide variety and fun to the game.

 

I hope that this proposal for a "new historical timeline with specific objectives and new simple dynamics of missions and characters" is seen as something fun and with the aim of improving the game.

 

Best regards,

Marques- In game from-2015-2023.

nd new simple dynamics of missions and characters" is seen as something fun and with the aim of improving the game.

 

Best regards,

Marques- In game from-2015-2023.

 
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