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рыбацкий buss начали но не закончили нужны были боевые корабли для дыр в линейках
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Patch 9.9 - Officers, Fishing, Provisions and other things
admin replied to admin's topic in Patch notes
one could argue that a determined and well trained crew (historically) could achieve a 3 to 1 reload bonus and sail set up bonus (british gunnery training could get even bigger result) but some of the bonuses could be high or low - its too early to tell -
Patch 9.9 - Officers, Fishing, Provisions and other things
admin replied to admin's topic in Patch notes
it also solves kill farming partially for future hostility levels ship losses will lose valuable officers -
Patch 9.9 - Officers, Fishing, Provisions and other things
admin replied to admin's topic in Patch notes
leveling the officer gives points every level - officer gets xp when you get xp you use points on opening perks - every perk has its own price -
Patch 9.9 - Officers, Fishing, Provisions and other things
admin replied to admin's topic in Patch notes
Nelson's first lieutenant followed him across multiple vessels. You will have a first officer assigned to you. He will always travel and switch ships with you - even in battle. -
Patch 9.9 - Officers, Fishing, Provisions and other things
admin replied to admin's topic in Patch notes
Pirates will also get something exciting too and of course there will be a lot of tweaking 20% could be too much but we need to add all the perks first. -
Patch 9.9 - Officers, Fishing, Provisions and other things
admin replied to admin's topic in Patch notes
Currently you can have only one first officer under your command. -
Patch 9.9 - Officers, Fishing, Provisions and other things
admin replied to admin's topic in Patch notes
its coming it was not switched off for other reasons (bug related) -
Preliminary Patch notes 9.9 What's new: Officers. Basic implementation of officers added to the game Player can now recruit a first lieutenant that will sail with him. Officer can level up with the player opening new possibilities and options Officer will be wounded when your ship is lost - implemented as lives Officer does not lose lives when you surrender in battle Total number of lives = 10 and if you lose all of them you will have to hire a new officer Starting set of perk is limited - a lot of things had to be reworked to support them. The set of perks will be drastically increased in the next patches adding open world perks, crafting perks and trading perks and of course more battle related perks. The main goal of officer perks is to provide unique and exciting bonuses without any useless options (so called filler). A lot of perks were proposed by players and as promised - captains whose ideas will get into the game eventually will receive rare ships as rewards. Starting perk set Double charge – officer knows how to efficiently use double charge powder allowing using this option in battle Double shot – Officer knows how to efficiently use double shotted guns (cannot be used on carronades) Determined defender – Officer knows how to prepare the organized defence on boarding. Your ship can only be boarded if the attacker has 40% higher crew. It also gives you the option to use the defend command for free (during boarding) Thrifty – Repair kit is not consumed if you use them in battle Prepared – Ship starts with loaded cannons Pirate Hunter – Officer hates pirates and is able to motivate his crew better, allowing faster reload if the enemy ship has a pirate flag. Reload bonus is 20%. In the future this perk will only be available to nationals Pirate – officer with the shady piracy past, allows to extract more sailing performance increasing battle speed by 1 knot if the enemy has a national ship on their side. In the future this perk will only be available to Pirates. Frigate Master/Lineship Master/Light ship Master: Basic implementation of class bonuses. Currently give +1 knot speed and +5% faster reload. These bonuses are temporary we have already found interesting ways to improve them to provide true class related improvements. Mortar Officer – officer knows how to use mortars better and gives great bonuses to mortar usage. Coward – Officer loves to run from battle and knows how to do it. Exit timer is 2x shorter Perk prices in points and their characteristics are not final. They will constantly be improved. In the next couple of patches 20-25 more unique perks are coming. Fishing sailor fishing on a Palas class frigate Basic fishing is added to the game, giving more options during travel and giving an income boost for new players who are just starting. We initially added 25 caribbean fishes with realistic fishing zones; reefs, shallows, deep water, coastal water all have unique fish distributions based on the real fishing maps Fish is used to make provisions that are needed for crew recovery. Depending on the popularity fishing will be improved in the future. Crew Management. Crew mechanics have been changed significantly for testing. Crew is no longer a free element and does not have auto-recovery from the air. Crew needs to be hired and recovered after losses Crew is lost on any ship loss Crew is not lost if you surrender in battle Every rank has its limit of free crew provided by the admiralty. For example a first ranked newbie has 40 free crew, so he does not have to pay for crew if he loses the ship. At higher levels the free limit will be enough to jump into a basic frigate. Lineships will be more expensive to maintain. Crew can be recovered by medkits in the open sea after battle In the future doctor can be added to recover parts of casualties slowly in battle. Basic medkits will be available in all ports, more advanced options have to be crafted by players. One of the purposes of the crew is to provide more options in fleet managements as fleets are back. This is a third attempt to bring player fleets back. Player can add any ship to their fleet provided he has enough crew to man those vessels. Fleets can now be repaired at sea by using consumable repair kits Other changes Npc Capture is back - players can capture ships from NPCs up to 4th rank. Captured ships will have to have crew assigned to them and they can be given a command to escape battle if you want to save that ship even if you have enemies present. New buildings added - Tobacco Plantation, Sugar Plantation, Farm New resources added - tobacco, sugar, salt New materials added - fish meat, food supplies New consumables added for crafting repair kits, medkits Chat security improved (problem was identified by the player qw569) Land added to minimap Coordinate grid has been added to open world map Home is disabled in Open world New sounds added Fixed bugs: Shadows bugs fixed Crew casualties caused by grapeshot were not counted - fixed Certain bugs with the single tracking shot from lower decks fixed Fixed bugs with boarding crew focus visualization after boarding Fixed bug of player teleport after port re-entry Fixed bug that was not dropping full loot on ship capture Fixed certain sound bugs Tunings: Number of regional centers increased to allow more ship of the line port battles for several nations (list here) Flag purchase cooldown increased to 2 days (48 hours). Initially we wanted to make it 7 days but based on player feedback it could create problems for several nations. Port battle rework is now set as high priority and they will be changed drastically by August. Battle relog after disconnect time increased to 40 mins to allow player to return to battle during longer time if internet went nuts. Certain blueprints have been changed to reduce redundant clicks Port battle win conditions changed - small port battles 1 tower is required for large port battles 3 towers are required Building productions increased Prices of production in buildings reduced Knee requirements increased - it was too low for many ships (18 knees for santisima). It is based on cannon count now. Rum prices increased 5 times. Rum requirements for certain blueprints reduced accordingly. Prices were changed to provide for medkit pricing. Reload times for 4lb guns increased Crew requirements for 4lb and 6lb cannons and 12lb carronades reduced by 1 gunner. Spawns in missions are now closer to each other Grapeshot damage curves changed to allow for more consistent kills at low planking integrity Mast thickness increased for all vessels Speed slightly reduced for Trincomalee and Rattlesnake Belle poule speed increased AI command fulfillment behavior improved Bots lost hammock bonuses to avoid certain bugs in crew transfers Boarding tuned slightly. Due to significant changes in crew - we expect that there might be some bugs we missed.
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Update on the port battle set up
admin replied to admin's topic in Current Feature Improvement Suggestions
That statement did not take into account potential for 2500 players to be playing together. Basically it was considered a redundant feature during design war-games and exercises. What we found is this: all ports will eventually be developed from villages to large hubs, by players and all new players coming into the game will never see their personal small town to develop. That feature will work well only in a single player/co-op game where the world is built around you (a hero). Same happened to port investments- over time all ports will be fully invested. Even if investments are to be destroyed on capture only capitals will be invested into. -
Hello Captains Maintenance will be extended today for patch deployment It will start at 11-30 Kiev time and will last for 2 (optimistic) - 4(pessimistic) hours Patch notes will be posted later today
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Update on the port battle set up
admin replied to admin's topic in Current Feature Improvement Suggestions
Once the two large groups in the same time zone meed and sink each other - hostility will go up fast because of pvp action Out of timezone ports will most likely be on low-medium hostility anyway until the sides meet each other, because you can lower hostility unopposed while your enemy is sleeping (and vice versa) We believe that this latest design is an elegant solution to the timezones problem - ports that don't see active pvp around them will never get captured/lost. -
Update on the port battle set up
admin replied to admin's topic in Current Feature Improvement Suggestions
The time is determined by Attacker vs Defender vs Other interfering parties efforts. You were able to raise hostility of the port for 8pm great - you have the battle at 8pm in 48 hrs. Because hostility is not getting up fast defenders can respond in kind outside of the time-zone In that iteration of the design we are not going to be solving for time of the day issue. There is no time of the day issue if the port battle set up is slow and deliberate. You cannot just buy a flag and capture a port. I think its just a shame that you misunderstand the concept of testing . To find what works we must test it, including the options you might not like first. Test slow/fast pace, test big/low damage etc. -
хотим на этой неделе выдать
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но шашки там есть и сделаны они поганенько - лучше бы не делали вообще айфон начинали с айпода т-34 начинали с бт-2 совать все в одну кастрюлю ничего годного не будет - у меня так бабушка в башкирии корм свиньям делала мы выполняем свои обещания! и все что обещано стим странице написано уже почти сделано - будет больше супер все будут рады но если больше не будет то - все что сказано сделано межгалактический турнир по шашкам рекомендуем не ждать
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махания шашкой не будет для тех кто хочет посмотреть как делаются сабельные бои когда хочется все и сразу - посылаем посмотреть как это сделано в Raven's cry ну и кратко заканчиваем оффтоп тема про предрелизный контент
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мы палубу никогда не обещали и всегда говорили - аватаров в этой игре не будет туча пруфов на эту тему (c расстроенными комментариями читателей)
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Update on the port battle set up
admin replied to admin's topic in Current Feature Improvement Suggestions
I agree. But if there is no-one in that zone and you want that port. What do you do? -
Update on the port battle set up
admin replied to admin's topic in Current Feature Improvement Suggestions
smaller nations will be parts of alliances - which is a separate development thread. But as we see it - smaller nations can raise hostility for themselves by arriving in force to active zones and sink both sides who are fighting for the port. pve and smuggling is needed if other nation is not in the zone (trying to deny kills) but of course pvp kills will give a lot more than pve. + we are fixing mission entry spawns for hostiles - they will allow to interfere with pve in those zones additionally timers for entry into battles can also be affected by hostility levels - lets say - 75%+ hostility = timers are longer for both mission entry and pvp battle entry -
Update on the current design research for port battles arrangements and pvp motivations Initial proposals were posted here http://forum.game-labs.net/index.php?/topic/14642-port-battles-assault-flag-rework-proposals-moderated/?hl=port+battle During the research and design exercises we believe that we have found an even better way to arrange port battles and wanted to share it with you for discussions. Assault fleet construction still allows for some trolling potential especially in case of two powerful groups in one nations having competing goals. Also delaying or speeding up the fleet construction could be confusing and lead to lack of understanding of what is going on conquest wise. The new design is the following. Hostility levels Player actions generate hostility levels PvP kills, by means of free hunting or pvp missions PvE kills by means of hunting or pve missions Smuggling and Sabotage - delivering war supplies to support increase or decrease of hostility Potentially - Raids All ports have the hostility level that is increased or decreased by above mentioned actions. Hostility levels will go up slowly to give the chance to respond in all time zones. Top 10 ports with the highest hostility level will be indicated on the map (where assault fleets are now currently) Once hostility level reaches 100% port battle is automatically set up in 48 hours Hostility level is generated for all ports in the vicinity - which creates interesting options for smaller nations and allows unexpected flexibility Only top 10 ports can reach port battle state - which is awesome because: it is naturally limiting the number of port battles per day (lets say 10) it funnels players to top 10 most active locations - if you want action you sail to the zone with high hostility level Increasing or decreasing hostility levels grants War effort commendations per port During the first 10-20 mins of the port battle timer only people with war effort points for this port can enter the port battle After this timer everyone else can enter This stops port battle trolling when large groups enter and quit battle denying the victory or opportunity to fight. Commendations are a cargo hold item and can be lost (and intercepted to use for your advantage). New mechanics are way better than assault fleet construction or assault flag because It stops trolling by entering and leaving port battles It stops assault flag abuse It eliminates timers and sets up battles based on the activity level (while providing options to defend in other timezones) It allows smuggler hunting (against nations who want to achieve port battles without PVP) It immediately shows to players where the action is creating more PvP It removes all confusion and timer problems Discuss and ask questions
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другие игры далеко в планах бурлить по поводу naval action 2 не стоит еще год полтора в том комментарии имелись ввиду некоторые вещи - как например хождение по палубе, отдых в каюте, выход на землю которые стоит ждать только в следующих играх так как в этой их сделать невозможно
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Captains who lost ships AND filed a report should receive a follow up email from us today, requesting additional info. If you have not filed the report this is your last chance we won't be accepting more requests starting tomorrow. If you filed a report before please log into the game later tonight (in 5-6 hours) or tomorrow and respond to it. If you have not received an email by tomorrow please contact Ink in game (on all servers) or on forums here. http://forum.game-labs.net/index.php?/user/43-ink/ You will receive the recovery service once you reply to the in game email (they will be coming out shortly).
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did you guys check to topic date.. this thread is for completely unrelated issues for the server crash issues that happened last week you should have done the following to receive anything only ships and upgrades would be recovered in case the ship was lost due to our problems - if you have filed an in game report on time. if you have not filed the report it is impossible to recover anything. locked
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Are you talking about the combat in general or boarding itself (as an easy way to win with full boarded set up?)
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we help people who accidentally become pirates by mistake please contact Ink on forum here or in game - we will help