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Server Health is a Game Design Issue
admin replied to Tenet's topic in Patch Feedback and General discussions
We assumed it is a purpose of the early access - to test things openly with the community. We know now (the axiom) that once game is launched and is good it should ONLY add new features, tuning tuning and tuning of tuning loses players. Thats why UGCW did not change much since release - only new battles were added and severe flaws fixed. Our new games will launch to EA in a ready state with a purpose to fix bugs (not with a purpose to find best gameplay). But its impossible to undone and unsee it in NA. -
Server Health is a Game Design Issue
admin replied to Tenet's topic in Patch Feedback and General discussions
We are fine with public opinion mate. Good games get developed further, bad games die. Its natural selection. We bring new players by form of ads, promotions and steam visibility and if everyone says "don't buy" to them we will eventually stop doing that (bringing new players) refocusing on something that is actually liked by players. Welcome to the developer forum where your opinions matter and affect the development in good or bad way. -
Server Health is a Game Design Issue
admin replied to Tenet's topic in Patch Feedback and General discussions
Most of feedback here is taken seriously and thats the reason we run so many experiments. But the reality is players hate experiments. Imagine your chess board and figures changing every week. Many would stop playing chess then. Majority of great things and majority of bad things were proposed by players. For example did you know that reload lock (where you can lock reload on one broadsides to conserve crew) was proposed by players and implemented. Next time when you or someone comments about us not listening - think about that feature and 1000s of other features that you already take for granted. They were all proposed by players. -
Testbed - Unity 5 testing next week (15-21 Aug)
admin replied to admin's topic in News Announcements & Important discussions
not ready yet. -
Patch 10.4 Conquest changes, Battle Groups, Wapen von Hamburg (III)
admin replied to admin's topic in Patch notes
did you buy the blueprints for those ships in the admiralty? -
Patch 10.4 Conquest changes, Battle Groups, Wapen von Hamburg (III)
admin replied to admin's topic in Patch notes
1st rates will unlock at 45 but the xp requirements are lowered too - so you will get there faster (no longer need to build 20 second rates to progress) -
brace command literally means - lay down hiding from cannon/musket fire. its very easy to attack lying targets.
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Patch 10.4 Conquest changes, Battle Groups, Wapen von Hamburg (III)
admin replied to admin's topic in Patch notes
for example to get to level 1 you needed to craft lynx (wasting resources and money) now all unrated ships are unlocked on rank 0 - so you can craft something players might need (privateers, pickles) same system was applied to all ship ranks (from 7th to 1st) -
Patch 10.4 Conquest changes, Battle Groups, Wapen von Hamburg (III)
admin replied to admin's topic in Patch notes
Captains Small hot fix was deployed today Fixed bug that allowed both repairs to be used on the ship if you recaptured a captured ship (Thanks @Moscalb) Fixed bug that sometimes shown the negative time on the battle entry timer Added ship names to escaped and captured ships in the Tab Interface Significant streamlining changes to crafting levels and ship crafting XP due to ship capture ships are now unlock in groups (by ranks) to give you the chance to craft popular ships instead of forcing you to pass through ships no-one wants overall xp level required to progress is lowered -
Patch 10.4 Conquest changes, Battle Groups, Wapen von Hamburg (III)
admin replied to admin's topic in Patch notes
patch notes incoming. -
boarding design is based on simple action - counter mechanic and every command has a strong or weak counter. Brace is very weak against certain commands. You can improve your defensive chances by taking some skills or upgrades related to boarding. Also remember that if you see if someone prepares to board you you can also counter it by just shooting grape into upper decks (before boarding starts) if you shoot grape into upper decks of a ship on boarding preparation (from close distance of course) you can deliver strong crew loss as hull armor is ignored in that case, giving you some breathing room to disengage during boarding itself. Also keep your speed above 4 knots and try not to turn into the wind.
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2 responses On the boarding issue - there are boarding fitouts that provide significant advantages against an unprepared target. There are also counters to them. But if you don't have boarding mods certain attacks will do a devastating effect against brace (which means your crew is laying down on deck defenseless hiding against gun and cannon fire). On the disappearance. We are investigating - but most likely it is not caused by exploits but by bugs. When we implemented invisibility and speed boost after battles it had a glitch which rarely reset the invisibility timer randomly without any player influence - it was fixed - but maybe traces of the bug remained. We will check it again and see what we can do about it.
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I will open a shipyard section soon.
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for how long did he disappear?
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Server Health is a Game Design Issue
admin replied to Tenet's topic in Patch Feedback and General discussions
amen -
Server Health is a Game Design Issue
admin replied to Tenet's topic in Patch Feedback and General discussions
the problems will be fixed (most of them) we took the hardcore highway but missed some important things when implementing it first things that will be done (mentioned in the preliminary changes to conquest and regions) we will rework the content so it works on minimal online providing stability for new players allowing them to build out and venture to pvp when they want. we will rework PB and hostility in a simple way that removes alts from port battles and conquest completely (clans will be able to set friendly lists) we will change ship prices and streamline some crafting blueprints we will remove resources from conquest goals as it is a fake feature which blocks gameplay to average players (removing them from the game) we will change the main focus from serving pvp players to serving average players. (previously all the features were focused on making a player a target - in fact all the features were done to make a player a target at all times). in parallel we will improve UI and add localization.- 285 replies
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balancing is not going to be a problem as it will be a single player game.
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Server Health is a Game Design Issue
admin replied to Tenet's topic in Patch Feedback and General discussions
Again - we are not pointing at everyone else for game problems. Game problems are our problems Remember that all ow features and 50% of combat features are in game because of player suggestions. Its purely a player driven game. We never stopped trying. Game will have only once chance to make a first impression on future release with better UI and localization And it is our responsibility to make it better. But if community demands something MORE than promised content they should give back something in return. Which is help in managing player expectations until we fix the game problems and help in providing alternative voice to haters. It IS community responsibility to help new players understand why changes are done all the time and what we are trying to achieve here. -
Server Health is a Game Design Issue
admin replied to Tenet's topic in Patch Feedback and General discussions
At the peak EVE had 300k subs (which is at least 4 mln per month) - they had a good start and grew because subs helped them build it into this game today it is today. To put things in perspective - 4 mln per month can support 700 people team here in eastern europe (which with proper management can ship one GTA per year). You can't compare eve to us as our team never exceeded 10. And our total revenue is less than eve online had during their best month. So please don't compare us to eve. We are a small indie niche game. Yet after 2000 hours a lot of players post - boring/nothing to do/slow development/bad devs who do nothing. -
Server Health is a Game Design Issue
admin replied to Tenet's topic in Patch Feedback and General discussions
We don't want to try now. You probably seen the huge backlash ARK had when they launched paid DLC during early access and you probably see it now with Battlegrounds where people are openly HOSTILE to cosmetic DLC in PUBG during EA. Many other horror stories exist. Ark survived the backlash because parts of community supported them and actively responded with haters showing general public that there is another voice and opinion. We are worried that we won't be supported the same way, ruining things even further. Legends will start with premium content right from the start. Hopefully funds from legends will help to developer OW faster and better. -
Server Health is a Game Design Issue
admin replied to Tenet's topic in Patch Feedback and General discussions
First your calculation is a little incorrect. Weekly average users are around 10k Monthly average users are around 20k which means 20% retained (80% moved on). These figures are completely normal for the industry (unless your game is a mass superhit). If your game is niche 20% retention is great. By your logic civilization 2 sucks because its retention is below 1% which is not true. It was great when it had launched, then players moved on. Retention is the game's problem indeed but our numbers are no different from the industry levels. Only 50% of players reached the 3rd boss in Dark souls 3. Only 30% of players finished GTA 5 story line. There is nothing bad with players moving on to other game as you cannot read the same book over and over again. Second. We never blamed the community for game's faults. Community is awesome. You misread our statement. We wanted to point to the community the following. Game has to bring new users. And this is where community can make a difference and actually help. This post had a simple question - should i get NA. 100% of initial answers were NO. http://steamcommunity.com/app/311310/discussions/1/1471967615873119233/ If community really does not want new users to buy the game (because it is truly bad) - why does community is then upset about falling online and lack of fast progress? You know its early access - you know we try things and sometimes break things - we have to figure out the working balanced game and we need time for that. If no-one respond to NO to questions "should i get this" giving another opinion or ignore such responses whatsoever new players won't come in. Everyone will just think - bad game - don't buy. -
Server Health is a Game Design Issue
admin replied to Tenet's topic in Patch Feedback and General discussions
You can support Legends then Jon Snow. It will have amazing core, no ganking, somewhat balanced battles, tournaments and NO time wasting whatsoever. And it will be free to play on PC and will also launch on Xbox and PS4. Which means it will be full with life. Legends will also let us remove those who want all that mentioned above from the hardcore sandbox. Making OW game better as a result. -
Server Health is a Game Design Issue
admin replied to Tenet's topic in Patch Feedback and General discussions
You don't mention (very interested in why) that EVE required you to pay 14 dollars per month for how many years? So lets talk about it Players who spend 3000 hours (we have a lot) would have paid us 350 dollars already (if you play 4 hours per day every day this means 750 days or additional 350 dollars) Average hours in game are 100. This means on average players (if we would be EVE) would have paid us additional 45 dollars (so 100 dollars on average from a player. Now what this means is very exciting. If we launched with EvE payment terms today we would be making approximately 300k per month (10000 active weekly players or 20,000 active monthly players). IMPORTANT: THIS IS EVEN WITH CURRENT ONLINE NUMBERS. This means. i would be able to afford 10-15 more 3d modelers which will allow 5-7 ships per month with ship interiors deck views stern and bow customization sailplans customizations I would be able to hire 10 programmers and writers who can deliver one major update (with NEW content) every month instead of one tuning and improvement or remake every 3-4 months. shallows new ai better missions quest lines manning forts on deck boarding multiship boarding more crew on deck Dedicated support and trained paid mods. currently support is done by a support designer, qa and sometimes devs, which is crap as customer service must be magical. But its impossible as there is no subs. When haters post on steam DON'T BUY THE GAME - NONE of you you come to post something opposite there. As a result. People stop buying. Which is fine for us. People vote with the wallet and this is just business. You wanted to see a Grand plan - it was here all the time. We never said anything different. Its a box product with fixed content promised. The promised grand plan is simple https://steamcommunity.com/sharedfiles/filedetails/?id=259130636 which is The game will be shipped in 3 stages. Episode 1: Multiplayer combat. Episode 2: Upgradeable ships, crews, ranks, boarding Episode 3: Sandbox open world, crafting and conquest Early access content 10 ships 3 maps (weather and night or day) These will be available after we get greenilght and get our build approved by Valve. PC Only. DX11 supported video card required. Remember that we said - we will develop it based on your support and encouragement. We delivered what we promised and more (3 or more unique port harbors, huge historical world, dynamic weather, day and night cycle, 10+ ships or maybe more). And the roadmap is currently just localization (promised) and user interface. After that we will work on NA until the sales stop. Based on reviews and community reactions to haters who deliberately try to stop new players from buying it is going to happen very soon. It will have community support and only new ships from Legends will be added to NA OW edition because the code is shared. This post above may sound very harsh for you, I hope it's taken as tough love. I no longer want to hear weak excuses, or blaming developers. We delivered what we promised. I want to hear optimism and confidence, and small steps in the right direction constantly - which means stopping raising expectations and accepting the game as is - helping players understand whats good about it, as we know there are good things otherwise you would not be here. Another things is to start thinking for the game as a whole and for other groups of players who play the game. As too often feedback is just targeting one side of the story and make it worse for the other.- 285 replies
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Триньку посмотрим. По скорости скорее всего согласны