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admin

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  1. We learn to pick a position and stick to it during this insightful and useful early access. Wiggling makes things worse. F11 coords are for QA purposes and might get removed by release of the game. Just like the TP with hold (might not survive). We almost cleared the places where players can get stuck. (TP on ow is unstuck command)
  2. Well here is the story Naval Action was planned as a somewhat hard and somewhat old school (no jumping around with fast travel). We involved the community in the development right from the early stage Open world prototype was made some time ago First version looked like this screen below - there were no ports then - just land like columbus saw it To simplify QA (for us) we added several buttons right from the open world. Check them on the right. They were our internal tool - But players/testers loved them. (just like the trader tool later) These buttons were loved by testers so much so they requested to keep them in some form. Community feedback They eventually got into the early access in form of outpost to outpost fast travel (outposts will be renamed into docks- outposts is a programmer name) Many loved fast travel But some did not like fast travel. Worth a buy review even bashed us for teleports saying they were the stupidest thing he has ever heard of. Long story short We have not planned fast travel in the game when we started - but the decision to keep them was made with the community. We always keep our promises! Please let me know when and where we promised that transport between ports will always be free. If you cant find such promise can you explain - Why should ports transport you for free? Great money sink, good limiter for contract wars, fast travel is extremely useful feature, money are not hard to make. What is the reason for your response? Greed? For in game money? In the Soviet Union at the height of communism bus tickets were costing 5 kopecks and airplane tickets were costing 5-15 roubles. But this is America/Caribbean/South America/Mexico.
  3. TP was set as free only for testing purposes. Passenger transport (imaginary fast travel using liners or balloons) will cost coins in the future.
  4. There were examples where ships lost battles because they ran out of ammunition (Leander vs Generoux), I cant recall any historical examples where ships lost battles because they were caught tired. So long term fatigue is out of the question. Fatigue could increase tactical depth inside the instances as moving 4ton guns back and forth is indeed tiring and historically reload rate fell drastically after 3-4 reloads. Same can be said about guns overheating. But this would require a complete battle redesign to have an effect on battle. As just adding fatigue will just increase length of battles (overall lower dps).
  5. We are working to tune the alternatives. But we believe a lot of players will still use the requin and herc because of convenience even if there are other alternative 6th rates and 5th rates that are better
  6. i think this could be an answer for the lateen rig drawback that will balance the vessel. the question is this - what is that drawback (what do they mean by more versatility and what is lack of versatility for the lateen rig) as initial research and basic sail physics application show that lateen sail is a good all rounder. more crew on sails and vulnerability of one big sail (harder to replace, easier to destroy) could be this explanation as well.
  7. Any theories why this transformation happened? What was the negative of the pure lateen rig promoting the additions of square sails?
  8. we are working on the rebalance patch that will address some under appreciated vessels making them stronger and more competitive. we will also tune the ship curves a bit.
  9. 8 outposts is too much and is a mistake. We need to address it somehow before release, without removing them.
  10. Duel tournament is a high end content. Why would an average swimmer go to Olympics without training? Also tiers. There are and will be enough content for an average player. Lets not focus on the slippery slope of trying to adjust an elite tournament for a noob - its honestly a bad idea.
  11. Well the tournament organizers think differently. Circle of death. + equal ships remember. Hard to kite essex in an essex.
  12. circle of death + its hard to kite in equal ships. stop this constant flow of negativity please - where is your.. "LETS GO" attitude
  13. You will be told which ship to bring by the tournament organizers (every weekend will require a different ship (even rookie brigs) We are not sure about mods influence in tournaments. We can have them both ways (mods, or no mods). We can also limit repairs. On the other hand if someone worked his ass off for elite upgrades - maybe absolute tournaments should also happen. But ship must be lost - remember that Chesapeake's captain was challenged for a duel and lost both the duel and the ship. Also... Want to kite? Feel free. Average time to kill will affect your position on the leaderboard. So if someone wants to jerk off kite for hours for the last place - i wont be his judge + the circle of death
  14. Unfortunately training rooms (and fleet practice) started to drop loot. We cannot find that bug fast and need to focus on other things.
  15. This will not be a training room This will be the winners takes all, Duel Tournament! Happening only on weekends. Hence the name - Weekend duel tournament. 2 losses and player will be out. So only strongest will end on top. Ship loss. Amazing prizes. Maybe even entry ticket price (in gold coins) increasing the prize pool.
  16. 9 ships? Almost one every 2 months. More than Euro truck simulator 2 added after selling 5 mln copies. I think you forgot Bucentaure But because we often see statements like this - we must clarify the reality. All ships were made by the developers including 2 last ships. We wanted to involve community in everything including ship, we started a community shipyard even (there is a post for everything). But this program failed. Based on your comment many think devs have nothing to do with those ships. But no. Outside creators made untextured hulls. Majority of work is done in house and can take up to 90-120 working days per ship. Untextured hull is just 5-10 days. Good modeler will make it in 2-3. Rigging and sail set up and testing can take up to a month alone. We mentioned creators in patch notes to give full courtesy to the creators and are extremely grateful to all. We learned a lot and amazing vessels appeared WITH their participation in teamwork. But community assets program wasted time and money just to fulfill the community promise - that we will involve community in ship creation. A lot of hulls procured outside (especially in the early days) actually wasted our time and money because more often than not fixing 3d hulls took longer than would take us to make the hull from scratch. Don't even start talking about stern decorations - they are often ordered to real sculptors, and require collaboration between several people including shader programmers. Now everyone will understand why the supposedly "successful" program of community hulls requisition has ended so suddenly after just several ships. Also - lots of devs outsource work and use outside assets. You for some reason present it as a bad thing. Are just being a hating jerk?
  17. conquest flag was active only for 1 hour. So you could not just take it and sail to another part of the map to capture the city. Hostility mission design can be changed so they only are provided on nearest ports - forcing nations to actually maintain and defend frontlines/bases.
  18. Better warn in advance Port UI is already in the build, but cannot give out the incomplete version.
  19. It affects it directly. Port UI is not finished but is already IN THE GAME, thus to give out the economy patch port UI must be reversed. Which we are not going to do (waste of time).
  20. Hello captains. Here is a small update on the development plans for the next 6 months. Dates are not final and might move around August: While we are are still working on the UI patch - we will deliver 1-2 balancing patches in august based on feedback on ship combat performance, (especially performance of the imported vessels vs alternatives) Ship rebalance (specifically focused on the underperforming ship) We might also add a new vessel in August. September Patch UI patch needs a lot more time due to the complexity of the Port UI rework and some additional content we have to deploy. The patch will contain Economy rebalance and partial resource wipe Port UI update Flags update (ability to change main battle flag will be added) Mission Content New port dependent mission system OW Hunt missions Traditional Destroy missions but with multiple variations of difficulty and rewards One new challenge Kill challenge 7 types: 1 for each class Current fleet missions will be removed, all missions will turn into fleet missions if more players join - and AI will send more ships as well. Patrol missions will remain in game, but rewards will be adjusted based on the economy patch October - November UI polish and fixes based on feedback Small AI improvements Economy missions crafting missions for ships and items delivery missions Additional combat missions and conquest missions National hunts PVP missions Operations Welcome to the Caribbean - mandatory operation for new players unlocking 3 more tutorial operations Trials by fire - operation giving the combat oriented player clear objectives Columbus - operation helping the player to establish bases around the area Nervos Belli - operation helping the player to get around basic crafting Conquest operations E.G. Operation Isla Pinos giving large gold coin rewards for capture of the whole island. New Events and Challenges PvP duels Conquest mission rework. Frontlines might get back (but not in form of flags but in form of port dependent hostility and conquest missions, which will only give hostility missions to nearby towns) Start of localization work Localization system will provide players with option to replace language files by the file of his choice giving the option for the community to help localize the game into additional languages. November - December? Localization continued Additional work on the content improvements
  21. Duels are coming back in autumn
  22. fixed rotation
  23. too much effort was spent on various farming issues. Crew minimums, recently killed timers, etc etc etc. right now we have a more pragmatic approach than old idealistic lets fix everything immediately view ui, localization, more variety in pve content is 10X more valuable for the game than fixing someone's farming options.
  24. If did damage to a vessel which surrenders AFTER receiving this damage and you sink the derelict you are supposed to get a kill. You only miss marks and gold if the ship surrenders without receiving any damage - but you get the ship. This is needed to reduce quick farming on alts through quick surrenders.
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