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Everything posted by admin
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some quality differences will remain depending on crafter - but we are not satisfied with current system. Also remember that some systems in EA were added to speed up testing - people just got used to them (for example teleport to capital - or ship transfer to outpost from combat) wipes always tank player count - as a project reality developer you might know it well. also regional bonuses will remain.. so you did not move outposts etc in vain.
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Caribbean Land Profiles
admin replied to Lord Heyford's topic in Patch Feedback and General discussions
https://upload.wikimedia.org/wikipedia/commons/c/cf/1818_Pinkerton_Map_of_the_West_Indies%2C_Antilles%2C_and_Caribbean_Sea_-_Geographicus_-_WestIndies2-pinkerton-1818.jpg It was flat in one of the first iterations and it was not looking well. Most historical refs exaggerated heights and shapes and we used some of the harbor reports for ideas. The map and heights look like it would be drawn by an 18th century cartographer - not by google. + erosion maybe. -
To put things in perspective Promised early access content from our Steam green light page. We prefer to underpromise and sometimes overdeliver on promises. I think we have already done 3x more of what we promised. But for some reason people are still unhappy with something. We never said that there will be no event ships. Events available to everyone everyone can get the event ship (or just buy it). I am sure someone in your nation have one of the event vessels that you can buy.
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Battle rating orders instead of rank orders
admin replied to Diodo's topic in Current Feature Improvement Suggestions
it was like that when missions were introduced. they were only available for your rank (+/- 1 level from you) the problem with them was that if you deleted a char or changed server you were stuck with rear admiral missions in a cutter. -
ammo supply will work like double charges we find it very strange that a cutter can fire 10000 shots in battle. We believe it should be a player choice. If you want your ship to be a little bit faster or agile and you are confident that you shoot well take less shots per gun. (But they will still refill after every battle to save your time) they will only matter in the instance). Same with the unbalanced ships potential.. if you remember the gunboat capsizes this bug could be spread to all ships - make your ship too fast (lots of sails) you might capsize if you don't control wind pressure at extreme angles of heel
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так стоп ядра автоматом рефилятся после боя как когда то команда число ядер на бой а не на путь - вы же не плавайте за double charge кажый раз в порт хотя они кончаются в бою хотите ехать быстрее тюните корабль на на 10 выстрелов в бою. плавать после боя не надо - просто в след бою снова 10 выстрелов
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Agamemnon (wacky looking guns)
admin replied to Sir. Cunningham's topic in Patch Feedback and General discussions
Ugly indeed ))) -
нам кажется странным что каттер может полтора часа нонстопом стрелять по рейту в корму без усталости и заканчивания пороха и боеприпасов мы хотим ядра сделать на инст а не на путешествие - как double charges то есть хочешь 100 выстрелов на бой - ничего не надо а хочешь ехать быстрее и оставить место для апгрейда еще одного то снижай до 25 и уже расчитывай все по секундомеру (но ты будешь быстрее и легче)
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from your signature ))) So long as exceptionals are made with labor hours they will be the only ship built, because everyone and their alt gets labor hours. You can only limit exceptionals by making them require something players aren't getting for free at 48 a RL hour. You have to limit exceptionals to a combat reward. Let the player's drive for exceptionals drive gameplay. Our proposal does exactly what your signature says Based on data majority of players sails grey or green ships or exceptional ships. Other options are just fake or force players to conduct weird activities of building 5 forestries if they want to pvp.
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Wipes were always promised and guaranteed. We will find the ways to replace current ships with new ones - but we are not yet sure how exactly close they could be. There is of course an alternative is to move development to a test server and leave the main early access server alone until release. TLDR - we can't test the game without wipes.
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по кораблям изменения будут такие http://forum.game-labs.net/index.php?/topic/17229-forthcoming-shipbuilding-changes/ кратко 5 типов цветовой дифференциации штанов будет убран останется 3 типа кораблей 1) серый - захваченный у неписей (за исключением крутых флитовых неписей игроков) 2) желтый - крафеченный игроками которые сами выбирают характеристики корабля при крафте 3) особый - корабли получаемые через турниры евенты и прочие события (возможно и крафтя но тратя уйму времени)
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Hello Сaptains! We will abandon the 5 color grades for upgrades and ships. Fine (blue), Mastercraft (purple), Common (green) are not used and thus are useless. Nobody makes them and nobody buys them. As a result of testing the final ship quality and shipbuilding system will look like this. Captured - captured (grey) will be assigned to all ships captured (except for ships captured from player fleets) Сrafted (yellow) - ships built by players Special - events, rewards, tournament vessels, or maybe extremely rare and hard to craft (months of effort required) Instead of quality (who would try to make a bad ship) players will select things they want they their ship to have sacrificing other elements if they want to improve one of the characteristics Definitely will be done For example if a shipbuilder wants to increase speed it will increase ship cost AND will have to sacrifice the hull quality If they want to have additional slots for upgrades they will have to sacrifice space or increase weight If you take more crew you might need to reduce hold Cannons and ammo and powder supply will affect cargo hold and will reduce ship performance if you overgun it Under consideration If you want to take 200 shots per gun instead of normal supply to battle you might need to sacrifice some space (this will solve cases of light ships unloading 10000 rounds in a battle into a first rate) You can determine the number of repair kits you can take for the vessel and affect the weight. Unstable designs - add to much sails (to increase speed) your ship might capsize in some cases Other experimental ideas like 1 durability ships and other changes Same treatment will be applied to upgrades. Once this system is coded in all old ships and some upgrades will become unusable due to database changes and will have to be removed from the game. discuss Update to answer some of the questions raised in the topic: Regional bonuses will remain and NPC ships as well will have them too Regions and map will not change thus your repositioning to new areas will remain valid ETA for the changes is somewhere between end december - end january. We will first add land in port battles and some other previously promised things. Wood types will remain and will affect ships stats, what will change is how the ship general stats and upgrade slots and other elements are determined during crafting, giving more options to a crafter to build the ship just for him (or for his buyers) The current proposal is a proposal and might change based on what is found during the design stage.
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PVE invasion tickets/permits was considered but its a good feature in a short term but bad feature in a long term. If it is implemented initially first users will have a lot of fun (and players fighting the bots will also have more challenge due to skilled player controlled bots) but eventually everyone will sit in port and invade, no-one will be left in the open sea and this feature will just kill itself.
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Hello Captains In the last patch we increased the lengths of alliances from testing 9 days to 3 weeks. When we did it we kept running alliances active and did not reset them to give players more flexibility and to not force them to revote again. Unfortunately it caused some alliances timers bugs that might force the alliances to be reset. We are currently searching for the way to fix the problem without reset and to do it we will try to freeze the current alliances for a week or two in the hot fix. If are not able to find the satisfactory solution alliances will be reset. But we hope we will be able to do it. We will keep you posted on the developments.
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Alts for port battles activities - BAN WARNING
admin replied to admin's topic in Tribunal - Трибунал
alts are allowed in game as steam not us controls your rights to use several steam accounts. using alt for port battles hostility generation using surrender mechanics is not allowed -
the problem is this. The color grade system became a fake feature. in ea we have decided to provide all levels of ships for all players, with relaxed funds (easy to make money) and several tools to make testing easier. Players have got used to that (anchoring effect). As a result 3 quality levels became fake features. You only sail grey or green ships that you buy or capture from NPCs or you sail a Exceptional vessel. Blue and Purple level of quality is a fake feature - it exists but no-one uses it. For example medkits are not a fake feature - some people might not like it but many use it. Smuggler is not a fake feature, everyone uses it from time to time. Blue and purple ships became a fake feature and most likely have to be removed as all attempts to make it work will still make players chase the exceptional ship.
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New ships lack detail
admin replied to Mighty_Alex's topic in Patch Feedback and General discussions
no It's true all models done in 2016 are a lot better than the ones we did before. We are learning and it shows. I would like to add that the modeler only made the hull and huge amount of work on every model is still done in house - he was a part of a team, it was absolutely not a solo effort. In fact 80% of man hours is the lods, damage systems, deck detail and the rigging and that is only done in house.. note to self, some customers ignore pure wonders in details on deck and rig and only notice decorated ass stern -
Devlog: Forthcoming content patches plan
admin replied to admin's topic in News Announcements & Important discussions
it does decrease crew is not universally spread.. they are located in areas where crew was located on real ships.. if you hit those areas you kill crew.. if everyone dies in one of those spot you will not do crew damage if you shoot at that area. -
вайп будет перед релизом - возможно где то за месяц - то есть еще точно 3-4 месяца не меньше есть так как портовые битвы с землей и турниры потребуют тюнинга - ну и правила заходов в бой и круги надо финализировать под одну гребенку. И самое главное мы пока точно не можем оценить сколько потребует переработка интерфейса и локализация - в релизе обязательно должны быть обещанные 5 языков включая русский автору поста в целом по предложениям прочитаем внимательно на днях и ответим по пунктам