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admin

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Everything posted by admin

  1. i believe that battle/exit timer is actually working well. distance timer could be exploitable more.
  2. we wanted to force players to deliver supplies and immigrants to the captured towns to stay national (not to turn back into neutral town) idea sounds great on paper but not sure if it fun (not a job) to do over a long time
  3. Old anti griefing legacy rule probably It allows a much stronger side to exit the battle during 2 mins For example - cutter attacks victory victory can exit during 2 mins even if it is shot at and if reinforcement join later ps. coward perk is under review - i love it, but ..
  4. You need to win the port battle just like today Its just the preparation of the battle is a group/national effort without abusable flags
  5. 1. the BR limit return is getting live tomorrow - it will stop light ships intercepting heavy fleets 2. Double flag purchase But the double flag purchase is impossible to fix fast. It is allowed by design and its a game problem/not a player problem There are 4 options Avoid it in a gentleman agreement between two nations (don't know if it is possible) Lock conquest completely until PB rework Lock ability to purchase flags if someone purchased it (opens more trolling options) and can only be done by 20th July (programmer is off for 1.5 more weeks) Get the screening fleet of light ships and cut the allied attempts to place them We are also puzzled why this behavior started happening last week. Ability to purchase multiple flags existed before since release of the game. We do not want to spend time polishing the turd: assault flag system is very hard to properly tune and working on it is wasteful - new proposed port battle set up avoids trolling completely and is 10x better Option to lock PB conquest if double flag purchases get out of control is the fastest and easiest, but we believe that nations can agree to not use it..
  6. Its coming back tomorrow We disabled the 5x mechanic in one of the old patches - it worked fine until last week Right now if the cutter attacks a large fleet you can exit immediately. But it is not an exploit because WE switched it off, thinking that free exit from battle is enough (also to allow the counter tag). Just wait until tomorrow
  7. we assumed from the feedback we were getting that towers did not really have to be a win condition Can you please elaborate more on your proposal to bring the tower requirement back?
  8. i am always scared to find a sarcastic post when i read titles like this thank you )))
  9. an ensign has 40 free crew provided for free on any port entry next rank has 60 There is a free crew limit for every rank and if you don't overextend you don't pay for crew at all. you only see start feeling the price if you take fleets in light ships or you lose lineships a lot.
  10. i will explain the logic behind the decision. In early OW editions they attacked players in some cases - but this is what we found If they can sink you you will run If it is too easy (low xp) you will run After a while (you become pvp oriented) you will run from all NPCs because you want to fight players (especially if you are already rear admiral) So in majority of cases it becomes 7 mins of wasted time (5 battle timer +2 exit timer) Because they can't really chase you well (without magical buffs) npc becomes a time waster in most cases. But we plan to add chaser NPC privateers - we are working on teaching them to chase players well - if it works - some npcs will attack you because they will be able to run you down.
  11. we get angry reports from them every day. saying they are getting abused Top Acorne saying he will leave the game constantly On a serious note - NPCs are content - just for you In the future they will help with hostility levels for port battles.
  12. We understand the frustration but We are not in a position to forbid multiple attempts to attack an enemy vessel. I once was reported for entering port several times to hide from the enemy too
  13. maybe no -debuff should be reviewed coward should come with penalties perks are early stage - will get improved
  14. we initially wanted to go this way - if you remember the ship fitting screen it has up to 5 slots for officers but in testing design stages we found that we cannot give the player enough exciting choices for most professions. And we did not want to have filler boring perks and skills for officers. As sid meier once said - choice and hard limits is what makes games more interesting
  15. if it was a game about a small ship with small crews the problem with thus suggestion lies with large ships 1100 men on a large vessel would be very tedious to maintain, promote and play with over the long term.
  16. moved to patch notes
  17. Wanted to post the update on the summer plans but this post summarizes everything pretty nicely. Deploying the patch we learnt one thing - it was still a right decision to delay UI until all important features are added into the game. With officers and crew in particular it became very obvious that a huge rework of fleets/officers and fleet cargo management is needed and if we had a ready beautiful UI we would have to do a lot of work again. House is painted after it is built - please share this info with everyone who is concerned about the interface. Regarding AI fleets. we know many players are concerned and we will be looking to cover for those concerns by creative compromise. Remember that if you remove features someone loves - it can become a slippery slope where eventually all features will be removed just because someone hates them. If you love the fleets - post in the respective topics.
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  18. Could be Our US server provider seem to be having too many troubles lately need to be replaced if you lost anything because of that - report what you lost (in detail) in F11 report
  19. thank you for the kind words Captain we started with high prices because we wanted high level ships to be very expensive to maintain and lose we don't know if this stays in game or not as many other things could be fixed in no time could be please create a post in economy section something like feedback on new resources - tobacco,sugar and food supplies suggestions so everyone can post about it too
  20. To recover crew use medkits, crafted medkits for 60 sailors would cost you 3-4x cheaper than hiring from port. Be careful with what you take to missions Taking a Lynx to a Consti mission is a guaranteed way to lose 40 men. Sailing lower level ships is still free due to free crew limit Losing Santisima in battle will cost 500k Crew costs were the main cost of all navies in the age of sail. Its finally historical (and even cheaper than RL) ps. we were also considering making crew a limited resource as it was in RL, which would give an awesome incentive to capture and own ports - but we are not sure - as it might be too harsh
  21. surrender does not give kills because then it becomes very easy to farm kills with friends (multiplayer game .. causing a lot more problems than single player) especially santisima kills - which can turn the tables in hostility levels in the future to get a kill the ship must sink
  22. merges are always announced in advance. if it happens it will be announced well before the merge - at least 30 days before.. but we have not made this decision yet. if we do we will post about it
  23. if you already have a fleet with you. you will have to pick the one you want to keep but you can add a ship to fleet right in battle - then repair its hull and crew by repair and medkits and be free to sail further and yes.. you can rage board, and escape with a prize muahahahaha!
  24. chance is the same for everyone Captain. to make it feel rare it must be based on chance ? otherwise the rewards must be nerfed and it will feel meh then
  25. Hotfix was deployed today Whats new Rum blueprint added - you can now make rum Groups fixed Salt production increased in all ports, but please watch your blood pressure. Small medkit and repair kit production increased just in case Other minor tunings in UI All food related items are now in food tab in trading All consumables blueprints are now in consumables tab in crafting Shipwreck bonuses slightly adjusted - they will be more varied in the future and include other rare goods, letters, quests and other things Sealed bottle drop rate slightly lowered - captains were not supposed to catch 2-3 bottles per day
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