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Hello Сaptains We wanted to share the plans for the next content patches with you. The list may change and is not final. Content patch: June (Deployed 6/29/16) Crew hire - deployed Fleets will be brought back with improvements - deployed Ship capture will be back for all vessels except for lineships - deployed Fishing - deployed Basic early implementation of officers - deployed Provisions/New trading resources/Several new production buildings - deployed Double shot/double charge - deployed Content patch: July (Deployed 7/28/16) Finalization of crew and officers - Testing of land in port battles - in internal testing Finalization of accel and deceleration for vessels - deployed Content patch: August (Deployed 8/17/16) First iteration of War & Peace: Alliances - deployed Ship paint schemes - deployed New server based event - deployed Test bed for testing new features - in internal testing Content patch: October (Deployed 10/2016) War & Peace/Nations continued - deployed New Port battles organization - (land in battles will be deployed first through raids and might get delayed or given out in test bed) - deployed Trading and Crafting changes - deployed Delivery Quests and XP for resources delivery (trading xp) - deployed Integrated Trader Tools - deployed Rookie Zones - deployed Improved ROE (two circles mechanics) - deployed Updated penetration for some cannons - deployed Content patch: November - December (deployed mid Dec) Raids and port battles with land delayed to 2017 Tournaments and Weekend pvp and pve events - deployed without tournaments Trading and crafting tuning - improvements of October patch changes based on feedback - deployed Finalization of War & Peace (tuning of new conquest mechanics) - delayed to 2017 Bugfixes and other general polish - deployed French Hermione - replaced by Wapen von Hamburg Potential tuning of sailing (leeway, wind strength, fixes of legacy debt with staysails and other elements) - delayed indefinitely Potential for raking improvements (delayed with no ETA) AI improvements and new missions (delayed due to other priorities) Potential USA PVP 2 merge - STILL under consideration Support patch: January (Work in Progress) Critical bug fixes Cross servers instancing implementation (to optimize servers) Content tuning - in progress UI functionality improvements - under way in parallel Content patch: February (Work in Progress) Backlog Potential blueprints system rework (will be done before the release with total wipe) Finalization of ship crafting (delayed until content wipe 3d HOMM/Mordheim style boarding prototype (under development since october) UI visuals improvements Localization preparations Pacific coast opens (potentially removed) Leaderboards and PVP rewards - delayed Preparation for the release Discuss and propose changes if you feel something was forgotten EDIT Don't forget that Captain Babble keeps track of all ideas for the large scale roadmap (which might be included in NA or for multiple reasons can be implemented in Naval action 2 http://forum.game-labs.net/index.php?/topic/12696-the-road-map-table-of-contents/ if you like some of the things he is tracking (based on player suggestions) please let him know in comments
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marines and what could be.......
admin replied to Soldier1939's topic in Current Feature Improvement Suggestions
correction marines will stay like now for a couple of weeks after crew hire patch - it will require more rework i think the good basic change would be adding a hard limit to marines number for example 50% of crew but not more than 250 in number. -
Food supplies - advanced warning
admin replied to admin's topic in News Announcements & Important discussions
and why should we do that? Should we then also adjust ship speeds, turn rates and reload rates accordingly? Multiplying everything by 7? I dont want to return to port for food because i know when i sailed our the first day i had 6 months worth of supply. I can sail for 180 days non - stop. And 180 days is A LOT. If you want to try your proposal try testing it with repairs. Take 1 repair kit instead of 25 and lets see your feelings after 15 battles. (ps we seriously think about rethinking refilling repair kits as they bring no value in long term gameplay and forces you to click once in port and then 2 times after every battle on OW) -
Food supplies - advanced warning
admin replied to admin's topic in News Announcements & Important discussions
thats not a fishing boat fishing was common on all vessels those guys are fishing of the heavy frigate of 46 guns -
Food supplies - advanced warning
admin replied to admin's topic in News Announcements & Important discussions
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Food supplies - advanced warning
admin replied to admin's topic in News Announcements & Important discussions
Thank you Captain So i suggest to all who want to refill the food in the ship every 6 months to answer honestly (ship could carry up to 6 months of supply) What is a chance that you will lose all 5 durabilities during 60 hours? And do you really think we should waste man months to code something that will be clicked once every 60 hours? If we do provisions realistically it becomes a fake feature (average hours in game for an average player is 19 hours during last 2 weeks) This means an average player wont even use it. You will also not use it once in a month if you play 2 hours per day EVERY DA. So whats the point and why the disappointment? in our design provisions serve one purpose - bring maintenance of line ships to their historically appropriate levels and provide more options for traders, crafters and fishers. so we make ship builders supply the ship for you 60 hour journey with food (in addition to everything else) that's it because to our opinion its not fun to return somewhere to just click a button (i now have the same view on repair kits - which just force you to return to port to click a button) there is no strategy there We suggest to all disappointed captains to check the math again - maybe me and darby missed something and instead of feeling disappointed to actually provide SOUND arguments to counter our logic and provide ideas on making provisions fun and explain why should i come back to port once every unrealistic _____ insert days at sea here to click a button also explain why food should not be eaten when i log off and maybe explain why keep double standards and not implement medicine, powder, cannoballs, chainshot, forcing you to probably sail less constantly returning to ports after a series of good fights why don't we also split repairs into planks, plugs and sails.. and actually make you repair constantly while you have those supplies ? -
we think that current masts are weak and need to be buffed. in pvp battles i have seen people just go straight for the masts and do nothing else. Dominant strategies like that should not exist as all three options must be viable (raking, sinking through broadside, demasting/destroying sails). Right now if you don't go for the masts in pvp - you lose. It must stop and this time the cries of demasters wont be heard
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masts were falling right and left before 9.8 it is in 9.8 they became old hard to break ironsides and were toned town in 9.81
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Food supplies - advanced warning
admin replied to admin's topic in News Announcements & Important discussions
read additions to my message above (i have not finished it) - you have not read the full post -
you mean like it was in 9.8
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Food supplies - advanced warning
admin replied to admin's topic in News Announcements & Important discussions
why do they require iron then? what the heck are you talking about? i am telling you carriages are carriages + guns. That's they only way to realistically represent the difference between crafting and fitting a 104 gunner and a 10 gun ship. thats why they require iron and wood and rope and names do matter but to an extent. its like the rhea thing if you remember what it was some things take time to rename - and main renaming will be done just before and during localization and ui work But if you guys so desire (I of course mean respectfully, esteemed captains Akd and maturin) i can add large guns, medium guns and light guns weighing real tons to the ship blueprints then will split carriage blueprint in 2 (guns and carriages separately) + can also make guns to be done in foundries only but it could become a huge hassle for the majority of crafters don't know if we want that - but it will make it proper and historical. in this case carriage will only use wood and rope and maybe 1-3 ingots of iron for rings and nails and cannons will use all the iron and coal of the Caribbean -
Food supplies - advanced warning
admin replied to admin's topic in News Announcements & Important discussions
Lets say our in game 24 hours is 20 mins in real time Can you count how much real time is ingame 6 months for me please? So we can see how many ingame days you can sail without refill -
Food supplies - advanced warning
admin replied to admin's topic in News Announcements & Important discussions
That's not freaking nuts. Those are freaking guns. carriages = carriages + guns guns were a significant part of the cost. they are in no-way an anti inflationary measure. Also you dont have to make them. I know lots of traders are making excellent profits by specializing in carriages - They will supply those for you. -
Money… what is good for… absolutely nothing…
admin replied to ulysse77's topic in Current Feature Improvement Suggestions
print money for damage feature must go (i believe) it is a legacy feature from the times when we flirted with session based lobby ship shooter idea -
Food supplies - advanced warning
admin replied to admin's topic in News Announcements & Important discussions
We found only one case of battle being lost because cannonballs ran out Leander (50) vs Genereux (74) In all other cases ships had enough ball for a very good number of battles. -
Hello Captains We wanted to give a heads up about the forthcoming change in regards to provisions. In the age of sail ships were usually supplied with 3-6 months of provisions. In game terms it means that by the time you lost your ship you will still have enough provisions. We wanted to eliminate unnecessary hassle of constantly refilling provisions for active pvp or pve players, but wanted to add it as a resource to bring ship role of ship maintenance and crew to more historical levels (compared to ship building costs). Thus New resource will be added to the game - Food supplies Food supplies will be added to ship crafting blueprints The amount of food supplies will be based on ship max possible crew Food supplies will be available in all ports Players will be able to produce food supplies cheaper than they are available from NPCs by several means. Discuss
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1) what do you mean ultra long range? 2) 70 leaks from lets say 24lb is a lot of water - even if the hole is 10cm its 70*10cm = 7m hole to all we think masts are weak - need to be buffed.. all battles i seen lately were all about demasting only.
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Well look where we are now Captain was very excited about a very realistic game http://forum.game-labs.net/index.php?/topic/8567-very-excited/ http://forum.game-labs.net/index.php?/topic/9289-finally-a-truer-to-life-sea-game/ We did not dumb it down as he asked in his first post on this forum (including long voyages and lone sails on the horizon) BTW Some games (like eve or elite dangerous) ban for such - i am leaving - posts, but we are still nice people. You can all get the amount of work done over the last year here http://forum.game-labs.net/index.php?/forum/60-patch-notes/ http://forum.game-labs.net/index.php?/topic/7721-previous-patch-notes-historical/ Perhaps people became spoiled by other games like star citizen. And do not appreciate what they have (had) and hours they have already enjoyed in the game. One of the recent examples is Wappen von Hamburg german ship we adding. People started complaining about new ship. We believe that its ok to get bored with anything after 100+ hours. No point to post about it. Its natural.
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Crew management update - discussion
admin replied to admin's topic in News Announcements & Important discussions
Let me give you some straight facts to help your insightful analysis - maybe you will be jumping to conclusions less in the future The biggest drop in Steam ratings was when NPC ship capture for all ranks was disabled on 12th April land patch. The game dropped from 87 to 81 in a couple of weeks. We also know that there are users who loved their personal fleets (which were disabled in Jan) and want them back. Some might say that it was because of 1.5x BR limit and such but reading the negative reviews we see its not BR its removal of capture. We listened to people asking to remove npc capture and paid for that. And whatever you say about PvP and such is wrong. All PvP games are in fact PVE. EvE is a PvE game despite what people say. Example Stats for May 2016 for EvE are the following 250 mln PVE kills vs 630 thousand PvP kills source: http://evemaps.dotlan.net/stats/2016-05 Hope this clears for you what real pvp games are about (those numbers are from the month during which huge war was happening against goons btw) Ratio of pvp to pve is higher in naval action (no highsec). But still PVE is dominant So if you are a hardcore PvP player, I suggest you start nurturing pve players, embrace them and sometimes lose to them on purpose (like a pro-boxer, who wants to get matches) to help them learn and stay in the game. Because if you don't have them you will have no-one to fight with. -
Leaks were 6 units per second After nerf the become 4 per second - people said they become useless we made them 5 please report on the penetration of lineships and heavy ships like constitution is it working now and not impossible to penetrate any more? much better or perfect?
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воевать станет не с кем люди на ботах расслабляются
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Crew management update - discussion
admin replied to admin's topic in News Announcements & Important discussions
no but there will be an organization penalty (reduced by officer perks) + wind curves matter - you fleet will sail at a speed of the slowest ship. Its ok to hate something other people love. -
defender is given 25 prep always no matter what maybe its not enough - not sure but if you see someone plans to board you you can also prepare by switching on boarding
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Crew management update - discussion
admin replied to admin's topic in News Announcements & Important discussions
Crew limit stays + cost to replace crew (which did not exist before) Assuming if 2 santis in a fleet are allowed. Rear admiral will have 1100 crew limit So if he sails 2 santis he will have 550 on each. (or any other combination he picks with a slider)