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Everything posted by admin
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tutorial is almost ready
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tutorial interface localization launch in parallel BR, speeds, performance rebalance
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Прибрежные воды и есть прибрежные воды. В этом их смысл. Игрок будет выходить из них когда сам будет готов.
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В том что защитные зоны это забор даже в самой хардкорной пвп игре EvE online есть high sec. Попробуйте атаковать в Амарр 1.0 игрока и посмотрите что будет? Почему это устраивает всех и похожее же решение не устраивает вас?
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we had it but it was causing a lot of problems for us. it was removed.
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топите реверса - зачем вам нубы в миссиях
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Fire starts at the area where sailors drop powder bags and fuses. Usually around cannons. Fire then starts spreading If fire starts near the magazine (every ship has a magazine) then explosion will happen faster. Not a bug
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limited ammo is a good idea for first couple of trips. After 1000 battles it will get tedious to constantly refill ammo.
- 28 replies
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Patch 14: Part 1 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
fastest at which angle and at which condition of wind? Do we take kedging and fake maneuvers into account (constitution faked the approaching gale forcing brits to reduce sail) -
Patch 14: Part 1 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
constitution has the lowest % of square sails of all 4th rates and above -
Patch 14: Part 1 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
for the next step we will adapt the yard power for lineships using the following modifiers Keel Depth- reduces side force due to more friction Sail area - increases side force due to more power Length of hull - increases side force due to lever effect (the further the lever point is from the center the more effect it gives) Weight - reduces side force due to more power required to push- 237 replies
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Patch 14: Part 1 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
We are testing better side force and current overall turning is also affected by several other things. for example rudder turns could be too high (and rudder turn speed could be reduced) inertia is affecting the tacking and overall turning too as you maintain high speed getting closer to win due to inertia and increased turn rates help you pass the danger zones faster yard turning speed also need to be lowered, so users start planning maneuvers a bit more ahead -
We will research the issue of course just too prove the awesome powers of authoritative server again. But here is a side note Ram dinark was one one of most active pvp players in POTBS and is one of the vets in NA. + nice advertising for an Agamemnon. People were saying that Wasa is OP, and solo sailing is impossible. I wish this battle was on video so i can learn a tip or two from this battle. Topic locked until further notice
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which ship? describe the battle please
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You can't do that. Thats how servers work. They tell you what happen and you can't modify anything. Even water is calculated on the server (we were the first innovator in this area) But just in case to be sure - if as you said those are 2 same players - maybe you can record it on video the next time it happens. Because all those conspiracy theories break down after video reviews. And btw. almost indestructible masts are possible using upgrades. Just fit all permanents and all skill books you can find on mast thickness and mast hp.
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там проблема не в интерфейсе а в прицеле у каждого снаряда своя баллистика и несколько боеприпасов вызывают разрыв шаблона у капитанов (попробуйте например поставить карронады на верх миды на центр и лонги вниз - куда целить?
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Patch 14: Part 1 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
Снос (или как вы называете дрифт) был элементом который отсутствовал в кораблях - его надо только дотюнить Sideforce or as you call it drift was a key element of ship behavior which was lacking in the game - we only have to tune it here is an example of properly working side force -
Patch 14: Part 1 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
You probably will sue your surgeon for cutting you with the knife judging his intent by the facts (ignoring the fact that he will patch you up later)- 237 replies
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Patch 14: Part 1 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
I think you are looking for intent where it does not exist. Speed curves were adjusted and it might affect ow speeds. OW speeds will be adjusted later to bring them up to reasonable numbers.- 237 replies
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Patch 14: Part 1 experimental patch increasing realism in ship behavior
admin replied to admin's topic in Patch notes
yes victory is good at broad reach and closed haul ocean and santi is good downwind -
Hotfix for patch 13. Le Gros Ventre Refit + Swivels!!!
admin replied to admin's topic in Patch notes
topic locked due to new patch -
Hello Captains While programmers are working on the tutorial and the user interface we will address the long overdue Battle ratings, combat performance and sailing performance of the vessels in the series of patches. This patch is first part of the final ship performance rebalance and addresses sailing performance of ships of the line (from 4th rates to 1st rates). The goal is to bring more realism into sail curves and yard power. 1000-1200 square meters of sail of the fore mast on the first rate should provide enough side force, allowing amazing realistic maneuvers and more options in combat. Maneuvers like this become possible (to an certain degree): Changes done (4th rates, 3rd rates, 2nd rates, 1st rates) 1) Exact (better) Balance between staysails and square sails 2) Exact (better) Balance between front mast and stern mast + spanker 3) Yard powers was reduced (based on agamemnon testing from 4 to 3) for better more realistic performance. Rudder power slightly increased for Aga based on the testing. Speed changes example 4th rates (ignoring indiaman) 4th rates are split into 3 groups Downwind sailers - excellent performance downwind due to more square sails area Agamemnon (67% square sails area) Ingermanland (68% square sails area) Universal sailers - ok performance downwind but great performance upwind Constitution (60% square sails area) Wasa (61% square sails area) Good turnrate brawlers (ok performance everywhere, but great turning) Wapen Implications Damage model will improve drastically due to exact calculations of square areas of sails Constitution has more square sails per mast it will get an additional buff to yard power (effect on rotational force) Some ships will get lee on bow (bow will turn better) Some ships will get lee on stern (stern will turn better) Main mast role will be significantly reduced for turning for all ships due to mast position Example of main gameplay change Constitution/Wasa will not catch Agamemnon downwind Agamemnon/Inger will never catch Constitution upwind Open world speed will be slightly relaxed to give more flexibility and will be adjusted more if needed Remember that this is a first draft of changes and they WILL require tuning. But its a great start for finalization of the sailing model and making every ship unique Some ships might require additional tuning based on our additional testing and research and your feedback Known issues: Bots are affected and might need rebalance (especially making sternway). Bots in epic events are also affected and became dumber. OW speeds might go down for some ships at angles closer to wind - we will monitor situation and adjust it if needed)
- 237 replies
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Hotfix for patch 13. Le Gros Ventre Refit + Swivels!!!
admin replied to admin's topic in Patch notes
I think we should just ignore the center mast in the calculations of the bow and stern wind push (unless it is located closer to stern or bow). If the mast is in the center of the ship it should not provide significant rotational force due to its location. -
Reinforcement Zones PVP1/2
admin replied to Pagan Pete's topic in Current Feature Improvement Suggestions
yes. sail along coast and point the spot.. this radius is same for all ports- 125 replies
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Reinforcement Zones PVP1/2
admin replied to Pagan Pete's topic in Current Feature Improvement Suggestions
anyways the answer is the zone size is determined by the number of uncapturable ports.. not by any other choice. the zone will shrink if number of uncapturable ports will shrink- 125 replies