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Will add this next patch.
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It is still under design The plan has two options Partial implementation Just rename currencies, add gold (doubloons/double escudos) and silver coins (pieces of eight/8 reals silver coin) that will replace pvp and combat marks. Improve crafting components. Rebalance and denominate the prices (remove zeroes) Implications: a little bit more immersion, but nothing changes really Full implementation Move to a physical coin, removing the electronic banking. Implications: Significant improvements to immersion, increased risk (especially for pvp players, who will have to carry the rewards back to ports or risk losing them to defence fleets). One would argue that because Bank of England started issuing notes in 1695 - trade should not require carrying currency in the time frame of the game, because (assuming venetians and British bankers operate in the area) you could theoretically use notes that would draw onto your main account with one of the banks. We are deliberating on this internally right now. Improve crafting components. We will adjust the blueprints for ships and goods removing unnecessary friction from the system. Some of the blueprints are just fake work and could just use raw material as the main source. For example ship blueprints will require just logs and will not require the captain to mill the planks (as shipyard can do it on their own). This might require a resource/material wipe. If it happens we will announce some time before it happens.
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Patch 23: Updated Tutorial, Special ship and new UI teaser.
admin replied to admin's topic in Patch notes
Reinforcements are strong but players can overcome them especially if you separate and sail far from them. Did you try staying close to your protector so it can maximize its fighting strength ? -
Patch 23: Updated Tutorial, Special ship and new UI teaser.
admin replied to admin's topic in Patch notes
I understand what you are suggesting. Its a constant fight between lobby content and OW content… maybe if everyone enjoyed this exam its one of the directions we should review and try to add more testing content in this area. -
Patch 23: Updated Tutorial, Special ship and new UI teaser.
admin replied to admin's topic in Patch notes
you can exit all exams sessions using exit button or leave battle button. -
Patch 23: Updated Tutorial, Special ship and new UI teaser.
admin replied to admin's topic in Patch notes
giving ships received from notes a slot guarantee is a double edge sword. on one hand we want some ships to be more special than others. On other hand we do not want any complaints or suspicion that paying for advantage can happen. As a result we decided that every mechanic that gives player the option to pass the crafting should grant the ship using same methods that crafting ships provide (that includes the chance to receive a little bit better ship). All standard ships are 3/5 and we guarantee 3/5 - some ships might be better, but you should never expect them for granted. So if we only give 3/5 people will be upset. If we give ships from notes (including premium vessels) 5/5 or 4/5 guarantee people will be upset too. -
Description would be added to wood types explaining what each means in the future. We will also need to reset the tutorials for everyone on release or closer to release allowing players to pass it again and receive rewards one more time.
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Yes. Standard British 18th Century Shipbuilding and trading stamp tax on all transactions in the Capital of Extra 25% Poll is not needed. You know what people will say. Tax changes should come only with the economy and currency revamp + Euro traders should be renamed local traders and should move out of the reinforcement zones.
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Is there a poll on this Because Capital Stamp Tax and Capital shipbuilding tax is in the good to have development list for like 6 months
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Patch 23: Updated Tutorial, Special ship and new UI teaser.
admin replied to admin's topic in Patch notes
Tutorial. UI. Localization is the main priority right now. You can expect this first. -
Patch 23: Updated Tutorial, Special ship and new UI teaser.
admin replied to admin's topic in Patch notes
Spoken like a true jaded pessimist. This afk theory is spread by people who just want to stop others from enjoying what they are doing. 120,000 copies *122 hours: you cant force 120 thousand people to afk sails for 122 hours. -
Patch 23: Updated Tutorial, Special ship and new UI teaser.
admin replied to admin's topic in Patch notes
First. Being an MMO on steam is self declared. All those games are in the MMO category on steam. Regarding your comment on the great idea: People dont spend hours in ideas. But I understand your point Just like i said above. Some players love it and some players hate it. Majority of good products are polarizing. Fans love it with passion, haters hate it with passion too. The fact that someone hates NA in its current state (or does not consider it great) is irrelevant to me. My goal is to bring more people like those who love it. -
Patch 23: Updated Tutorial, Special ship and new UI teaser.
admin replied to admin's topic in Patch notes
You are all hardcore players. No casual player would play this game, he might think he is a casual player but he is not. Being a pve player does not make you casual. You are a hardcore pve player. Here are the stats of top MMOs on Steam by average hours. Eve Online - 60 hoursPath of Exile - 64 hoursElite Dangerous - 87 hoursBlack Desert - 99 hoursTESO Online - 93 hoursStronghold kingdoms - 108 hoursMABINOGI - 101 hoursEverquest 2 - 28 hoursArcheage - 52 hoursH1Z1 - 65 hoursWorld of Warships - 13 hoursNaval Action - 122 hours MMOs with higher average hours than naval action.Final Fantasy 14 - 250 hoursPUBG - 222 hoursARK - 147 hoursRUST - 124 hoursXAOC - 156 hours Hope this puts things in perspective. NA is a great game (no sane person would eat shit for 122 hours on average) - the only reason for vocal negativity is constant changes in the past, misunderstandings or getting banned for being a prick.- 295 replies
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Patch 23: Updated Tutorial, Special ship and new UI teaser.
admin replied to admin's topic in Patch notes
Tutorial AND exams gives the player full understanding of the potential level of difficulty in the game. And many successful games use this in design. Here is a simple demonstration. Here are the global achievements stats for Dark Souls 3 - which cherishes the fact that its hardcore and hard. (first version of the game even had Prepare to die in its name) Estimated sales of D3 are 10 mln copies on the PC. Which means that 2 mln of players did not progress past the tutorial, and almost 5 mln players have not reached the third boss (which can be reached in 10-15 mins if you know what you are doing). But we dont see the angry posts like "gosh this is hard about that game". Community embraces the fact that the game is NOT for everyone, cherishing this "Trial by Fire" concept. You cannot skip the first tutorial boss in DS3 at all (you cannot skip the second boss too). In our case Clear message is better than boiling the frog slowly. Customer who liked the challenges will be happy in game too. Customer who did not like the challenge will probably do not like the game at all. It is time for the community to embrace the fact that this game is not for everyone and we don't need everyone to succeed. We need players who will be happy and don't need everyone else. But again - good design gives alternative routes. You can skip the tutorial and just sail the cutter. -
Today's stats Tutorials: 5000 attempts 1600 completions Challenges: 5400 attempts 500 completions Final exam: 1400 attempts 200 completions Lets give it some time on the exams. There are two problems that I personally found annoying that make it harder (excessive heel and how depower work) once depower is separated from main sails it will be much more manageable. Please if you have any feedback on texts Additional sections for the basic tutorials let us know in the comments.
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Patch 23: Updated Tutorial, Special ship and new UI teaser.
admin replied to admin's topic in Patch notes
You should try to see 2 moves ahead with this proposal. Increasing speed by 50% more WILL NOT increase player interactions. It will actually reduce it. Here is how Point A is safe Point B is safe Time from point A to point B is risky If you reduce time from point A to point B the number of interactions will decrease. People prefer to fight on their terms and will try to minimize time when they are at risk. Increasing speed was probably one of the reasons why it was more fun in the start. You had more targets on the way from Point A to Point B because they were at sea longer. You can get to ANY point on the map now in just 15 mins (because of Teleports). Increasing speed will make some areas on the map completely safe. (For example virgin islands area or antilles) What probably needs to be done is this Cut max speed, But reduce wind penalties on the travel map = increase the min speed. -
it will stay on the right for a while. (otherwise it blocks boarding buttons on lower resolutions).
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Lets see if this will work first before thinking if something is wrong with that exam Use this tactic. (this is the safest way but the longest) There are two ships Ship A and Ship B Slow down one of the ships (Ship A) Load chain in the beginning. Chain one cerberus (ship A) to 50% using up all chain (it will slow it down a lot) but be careful with aim. Destroy another ship Ship B Start shooting the hull on the second one that has intact sails (ship B). Once you get damaged to 50% planking disengage and repair Once repaired a bit come back and continue focus on ship B If you aim and turn properly you will get its planking to almost 0 on one side but you will still be damaged Disengage a bit and repair (shooting from distance) Come back to finish it off If you are playing very safely you will destroy Ship B in 2 repair cycles (24 mins) Now when this ship starts sinking - dont come back until it fully sank and pick up repairs if needed (i did not need them) Destroy ship A You can do it three ways Now because ship a is on low sails you can rake it and then grape it (a bit more risky) reducing reload Or you can use 2 repair cycles (another 24 mins) to just destroy it by ball Or you can be even more safe - and repair one more time by shooting top mast sections in the process removing all maneuverability from Ship A. 3 things that can help a lot You can time the shots of the enemy - try to angle before it start shooting (reducing incoming damage drastically). If you are turning when broadside starts they will miss all the shots. Never fight both of them together. And dont fight at close range. (stay further than 250 m as they miss more at this distance. In general you can destroy those ships in 1 hour if you playing safe and do not take any risks. Players dont have to pass this exam to continue playing but if they do - they most likely will not have ANY problems in combat in the future both against AI or Players.
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Patch 23: Updated Tutorial, Special ship and new UI teaser.
admin replied to admin's topic in Patch notes
This is nostalgia that clouds your memories (and 2500 players online). open world speed was 50% slower then. Teleports were on 8 hour cool down. And high level missions were much further. Ensign missions are still 3-5 min away from your port -
Patch 23: Updated Tutorial, Special ship and new UI teaser.
admin replied to admin's topic in Patch notes
Not true. Majority of MMOs wipe everything during testing and even during early access. Steam does not care - we care and save xp for players. -
Dictate is a strong word. Not sure you are correct. Regarding content - tutorial, ui, new ship (hercules) new frigate patrols is content. We understand that it might be not relevant to you.
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We agree that exam is hard. But we wanted it to be hard. Maybe it will make feel easier for you that itt was harder initially, (cerberus vs bellona) but it failed to pass the approval as everyone in the office (including people not related to NA) had to pass the final after 1 day of practice 2 cerberuses were passed by everyone. i am very confident that everyone can do it. My personal feedback was only one - heel is excessive But this exam will be much easier once we fix our old pet peeve pointed out by @Banished Privateer - reworked depower separated from sails. And heel needs to be slightly reduced for light frigates.
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please send this to hercules feedback topic so this suggestion is not lost
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The hidden goal of any endurance exam is this Cut off players who dont fit. We dont want all new players - we want the right players who will fit. Remember we are not making games just for the money - here is a story about our "F*** you" to Apple Inc and money in general - described in USA Today - https://www.usatoday.com/story/tech/2015/06/25/apple-pulls-confederate-flag-games/29287163/ or polygon https://www.polygon.com/2015/6/25/8846695/apple-confederate-flag-civil-war/comment/313260912 The real goal of the tutorials to cut off whiners right from the start. Let them refund or do whatever. We want the right players in the game. Wrong players will just go refund after couple of attempts.
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Ranks will be adapted. It will be more beneficial (time wise) to pass the exams than sail a basic cutter. In reality if you did not pass a MC exam you would be stuck on a fishing boat forever. Naval action strives to give players a glimpse into realistic age of sail experience but honestly just like DS video tutorials, there will be a video eventually made by some player showing (we will promote it heavily) how to get the fastest tutorial time, or even cheese it.