Jump to content
Naval Games Community

admin

Administrators
  • Posts

    17,069
  • Joined

  • Days Won

    1,129

Everything posted by admin

  1. yes we are updating hostility points generation - they were high (because we needed to test them in shorter times)
  2. all costs
  3. there will be wide swings for a week until the system stabilizes, until monday (when this will be changed) it does not matter as all port battles are set.
  4. There are 20 fleets per every region.. They sail on certain routes, people can use those routes to help to protect themselves Towers across coast is a first iteration. But it is historical - nations built towers across coasts for protection https://commons.wikimedia.org/wiki/File:Portsmouth_MMB_89_Martello_Towers.jpg martello towers chains in portsmouth So if you are saying that trying to make the game historical and more immersive can change gameplay for some - yes. But the goal was never to make it an RTS or something. Historical changes might change things for certain groups of players. fortifications must be in game and they will change the game for those who love them and for those who don't. Larger pull circle was also welcomed by the community and pvpers. some of them actually requested it most. Open development you know. We warned in advance that 3 types of roe will be tested.. Your feedback is negative.. we don't yet have enough data to make decisions. ps We never said we only like large scale battles. Rookie zone with 300 br limit is a proof
  5. what about them?
  6. Heh no. You can check all the threads where we collect hate, annoyances, not fun features both on steam and here. We proactively search for criticism. But in that particular case the author decided to mix his feedback with something else. I will remind you the Einstein's lesser known law of manure increase in the universe. Which is: If you add 100 grams of manure to 1kg of honey you will get 1.1kg of manure. So if someone posts a very constructive post and then add a spoon of manure by claiming some about devs (for example that they don't pvp) he just ruins his well constructed post. Same of course applies to us. We try very hard to control emotions . And that law applies to patches as well. We are trying to minimize manure in patches.
  7. Please don't ignore statements that say that the game is getting more and more hardcore every patch and we only help pvpers and gankers.
  8. still lower than 0.5 that was yesterday)) + points are 5 times lower (it was 100 for kill) the pve drop is significant. lets see how it goes.
  9. indeed. i think 0.25 will be more appropriate.
  10. Hello captains. Hotfix was deployed today. Hostility generation reduced. Mission stocks adjusted (lowered) so ports don't generate missions that are impossible to deliver (getting 1000 parisian furniture was impossible but such missions were offered). Splinter damage reduced by 40%, Max possible damage from 1 round ball introduced to simulate the drop off from splinter energy (so they don't fly across the whole 65m decks). Bermuda missions fixed. Certain bugs with shop interface fixed. Hostility points currently set as the following Kill - 20 points Assist - 5 points Lineship modifier 2x PVE modifier = 0,05 (was 0.5 before) Total points required to generate hostility were kept the same - 10000 Parameters will be adjusted again next week because the war effort supplies prices, resources and labor hours need to be updated too, but it was too late to do yesterday. Next patch Standard resources weight changes will be brought back to normal, some might still be different but will be definitely lower than now. They were changed by mistake with trading resources weight changes. Trading resources weight will remain. They got changed because trading resources weights were adjusted to reduce the ability of 1 trader to clear out all resources in port. To clear all stock you will need 5-10 players or 5-10 trading runs. Weight increase was compensated by price hikes to provide same level of profit per run (but keep some stock left for others). Numbers updated Points will be changed to 200 per pvp kill and 100 per pve kill. Daily hostility drop will be reduced.
  11. new features = new bugs nothing wrong here.. working as intended and will be fixed
  12. We are making the game. Making the game involves adding things and testing them. Some things that are added are new and will feel uncomfortable or wrong (like beer). Some will never feel right. We have no desire to waste time and test them twice somewhere. EA is a testing build. Claiming something about pvp experience disqualifies all your comments as it seems you are just making up things about others instead of focusing on the features.. Splinter damage warning was given like in June or July. Pepperidge farm remembers For more infromation please check this warning by Valve http://store.steampowered.com/earlyaccessfaq Here is the main statement by Valve We like to think of games and game development as services that grow and evolve with the involvement of customers and the community. There have been a number of prominent titles that have embraced this model of development recently and found a lot of value in the process. We like to support and encourage developers who want to ship early, involve customers, and build lasting relationships that help everyone make better games. I don't see that you are trying to support and encourage developers and trying to build a lasting relationships with us here by making statement like i quoted.
  13. I don't understand. How trading and weights are related for fleet battles in 1st rates. If you actively pvp/pve in first rates you usually have no problems with money. Basically if you say trading and weights became harder - you are mistaken. It became more varied and provide more opportunities. PVP/PVE in first rates was always too profitable. For making money on production - here is the tip - craft carriages. Millions and millions of profit. In terms of nerfing fleet battles i don't even understand where you are getting this. New port battles and hostility will actually create MORE opportunities for fleet battles.
  14. it will be lowered significantly (time will be increased)
  15. indeed)) capture them for free
  16. we have used the ship cargo lists of that time for the resources and community research proposals. Resource lists are not final and might change. Slavery related issues and whaling will never get in game. Historical drugs like tobacco, alcohol and other items we don't know. Some might get removed.
  17. quest will accept partial deliveries but the rewards will be given only full delivery order is fulfilled.
  18. no trading xp means you will get crafting and combat xp for filling delivery orders. 50 xp is for trading resources (you did not craft them), quests for crafted goods (like carriages) will give you crafting xp (trading xp) for the items you delivered based on the delivery volume.
  19. event will come back with less shipwrecks better loot and deadman chest flag on the carrier
  20. allies are pulled in as well
  21. What's new: Rookie regions Bahamas has become a rookie region. Additional uncapturable capitals are added in the Bahamas. Rookie region has special ROE (identified by the message rookie battles area). All battles start 1v1 and other players can only reinforce it using reinforcement zones for 30 minutes. Limit of reinforcements is set at 300 BR. Map changed The map is split into regions. All information on the regions and their composition can be seen on the in game map. List of changes here Combat tuning Starting from this patch we will actively work on ship rebalancing. These works were delayed because of the tournament, but the tournament helped to uncover more balancing issues that require attention. Currently the main goal is to increase ship importance and reduce upgrade importance for combat performance. All men are created equal and all crew colliders were standardized. Previously some ships had men with 180cm height (on cutter) and some had 150cm height. This is no longer the case. Although cutter captains still have the biggest hands. Many upgrades were rebalanced and mostly nerfed Several perks were rebalanced and mostly nerfed Lower calibers that were often used on 5th and 4th rates had their penetrations improved. The change affected 4lb 6lb 9lb guns mostly. But these guns penetration drop from distance was slightly increased Carronades penetration drop from distance significantly increased making them effectively a short range weapon. Don't expect any penetrations above 500m. We also changed how penetration shot retain energy depending on the wood type. Fir hulls allow to pass more penetrating energy to the opposite side, live oak less. Previously all wood types had same penetration retention. Splinter damage: When a cannonball hits a broadside it affects crew differently when it flies above the deck creating casualties by shockwave or hitting men directly. Nelson’s assistant was killed by a shockwave from a high flying cannonball. We have separated cannonball damage to crew into two parts. Cannonball hitting an unprotected crew will generally have less casualties on the ship than cannoball penetrating the broadside, generating splinters. If you aim at broadside areas with crew behind it you might inflict good damage on the crew. Shipbuilding, Trading and Resources Trading was completely overhauled. We are very excited about it because we have coded in a very flexible system allowing us to easy add or remove resources by group, nation, region, island and large area, control prices and margins, demand and supply and multiple other elements helping us to make trading and resource generation to feel more alive. When we first introduced trading into game in 2015 it required several months of balancing based on mass use by large number of players. Thus - expect resource shortages, abnormal profits, and strange things in the first two weeks. Report them in the respective feedback topics and they will be fixed. All buildings were removed from player accounts and funds used to build them were compensated Shipyards removed from game for rebalancing, to allow players to build ships in multiple regions with regional bonuses. So building ships no longer requires a shipyard. All allied ports will provide shipbuilding capacity for the player. Funds used to build shipyards were compensated. Delivery orders will allow players to receive trading xp and crafting xp by helping the in game economy. All ports with the unfulfilled NPC demand and large player contracts will generate delivery quests that players can take and fulfill. This will allow traders to exert more influence on the market and see what is needed. Pricing systems were upgraded, new goods introduced, new NPC demand was created for some crafted materials (initially in the several areas only). Weights, prices, stacks and volumes will change. New buildings for new resources were added. Trader tools are integrated into the client. They will help adventurous traders to find good deals in the Caribbean. They might also help privateers to see where people might be going for good deals. Trader tools are accessible from the in game map (M). New resources will be required to craft quality ships depending on ship weight. Ship quality importance increased. Increasing ship quality will improve its characteristics starting from ship HP, speed, turning and other parameters. All ships stats and colors were recalculated as a result - stats are the same but because there are better ships their color of tooltip has changed. Speed and stiffness added to selectable characteristics, all RNG removed from crafting. Regional bonuses for ships introduced. Controlling certain regions will become more important if you want that particular bonus for the vessel. Capital regions will not give bonuses. 2 new wood types added: Mahogany (ligher live oak basically), Bermuda Cedar (fir without negatives) Contracts will be allowed for upgrades Upgrades can be broken down for parts and resources You can no longer sell a ship if it has something in hold or has upgrades installed (many players were losing items when not reading warnings) Wood production slightly changed. Compass wood is no longer a separate resource. Compass wood (curved trees) can drop from any forest during wood production. Fine logs (e.g. fine oak) will drop some times when growing trees in forests. European traders removed (experimental feature) Salt can now drop when fishing Contract number increased from 5 to 10 ROE (experimental feature) We will be testing several options for Rules of Engagement – ROE this patch. This might upset some users but it have to be done before release (will be impossible after). Open world battles: 2 circles system is being tested. 1 tag circle for attack and 1 large circle for pull. Battles will close instantly on start (except for rookie zones) Rookie zones battles. Battles always start 1v1. Battle will be opened until BR evens out. BR limit is set at 300. Players wont be able to enter if their ship will exceed the BR limit. Hostility missions: Battle will be opened for 30 mins. OW NPC fleets will no longer count for 5X anti griefing protection. Only players will affect that rating Crew size will lower battle rating of your fleet. Example (numbers are for illustration only): If sail a cutter with 2 Bucentaures in your fleet with 40 crew on each - you will fleet will be valued as 3 cutters for ROE. Mission changes. Missions can be taken for every region from any port. Missions will generate or reduce hostility - thus enemy should be able to influence the flow of events. Because of that missions will always be open for entry for all sides for 30 minutes. Bot distribution changes With new hostility system bot distribution changed. Regions will have national NPC fleets. For example you will mostly see british NPCs near Jamaica and only occasionally will see other nations fleets who sailed there from the nearby region. Pirate fleets added. Captured NPC ships will be good sometimes. And because of randomization of the hidden upgrades they might come up to be uniquely interesting (experimental feature). Port battles and conquest Port battle set up system changed significantly. Port battles will automatically arrange 46 (previously 48) hours after hostility level reaches 100%. Hostility will be generated by PVP (major impact), PVE (minor impact), Missions (minor impact), and War effort supplies deliveries (minor impact). Port battles will be a national effort and will require coordinated work of several fleets. Assault flag is be removed. Timers are removed (for testing) as we believe that in new system port battles will arrange themselves when there is max presence of players for both size (due to pvp impact). Also we expect that all timezones will need to participate to bring hostility to the port battle levels. If this assumption proves to be inaccurate we will bring back lord protectors (but with wider time limits). In addition to this we will reduce the speed of hostility generation if necessary to bring more timezones into action. New port system will immediately show players where the action is because the number of port battles and hostility zones is limited and nation can have a limited number of port battles set up. Port battles themselves will still be done on the open water with towers (but this wont last long). Alliances will continue for 3 weeks, voting period is set at 1 week. Port and coastline defenses Large forts and towers will be added around ports. The number will depend on the island and coast line size. They are placed randomly at appropriate places. Please report weird looking coastlines in F11 or in the forums. Forts will fire at enemies of the state and can provide good protection for traders and small groups. New ships Endymion Indefatigable Both ships are only available for capture from NPC fleets (experimental feature). Ship hulls were made by one of the community member Ragnar Hairy Trousers (sails for Britain) Other tunings More slots for loot added in the battle result screen. You can enter allied contested ports You now can capture lineships if they belong to AI fleet of a player. You cannot add the ship to fleet if it has something in the hold Upgrades and paints will be saved if you add a ship to fleet. You can freely add precious upgraded ships to the fleets. NPC trader loot improvements - Bigger traders carry more goods You can surrender during boarding now. Press escape and surrender if you don't want to lose crew during boarding. Minimal crew requirements increased for higher level vessels. Players wont be able to sail 1st rates with 10 men. 1st rates will require 100 men at least to operate. Fixed bugs: Fixed several particle bugs with demasting and mast collisions with water Several bugs with contracts fixed Fixed bugs with small/large repair kits when applied to fleet ships. Prepared perk fixed. It now works on all types of ammunition and charges. Fixed bugs with wrong rank of fleet ships when joining the instance Instance loading times increased Server technology improved. Hundreds of other bugs and technical issues fixed Conclusion. When new features are introduced they always play out differently with large number of players. Expect problems, report them and they will be fixed. Keep an open mind because the game is still in development and is not released. Plans for next patch Raids Land in port battles Improvement of server events And probably a weekly pvp tournament Several things that were promised to be addressed did not get in and will be added next patch. Things like mast damage, gun loss/repairs and other combat issues. edit ship colors have changed for some vessels, due to recalculation of the color of the tooltip. Stats and parameters are the same. Color indicated that there could be better ships now. All contracts for ship sales were fulfilled and ships bought out for system.
  22. prizes will be given out after patch is given out and stabilized hopefully this friday or worst case monday
  23. we said in the notes that we know that its possible and will address it by two changes if it happens increasing time and effort that is needed to raise hostility (making it important for all timezones to participate) and bringing back lord protectors that can set up timers/attack windows (which will be 4-5 hours instead of current 2) port battle system is not meant to be fully ready - mass testing and tuning is required to tune it to work properly. you will see the hostility using map tool (click the button more)
      • 4
      • Like
  24. man overboard would require a man overboard too specific. but good start as it will also help us (or other writers here) get some phrases out of it.. Throw those barrels overboard.. would be a better phrase.. useful both in battle and if you are not directly engaged.
  25. its ok if it does not. sound greatly increases the atmosphere.. its ok if one of them occasionally asks to free jibs away if you ship have no jibs. But as sound memory is limited we will still use best and appropriate only. this is a brainstorming only. Bring the powder charges: Can be a nice generic example of a phrase that can be appropriate in 99% of situations (even if your ship is stationary and not currently engaged. Or just asking for a speed check with a response that can happen during or out of battle
×
×
  • Create New...