-
Posts
17,069 -
Joined
-
Days Won
1,129
Content Type
Profiles
Forums
Blogs
Gallery
Downloads
Events
Everything posted by admin
-
Bans are issued from 1 to 7 days max depending on the severity We are also adding a warning message for mod tools that will help the mods to give a warning first - will get easier and will become more transparent
-
please refer to the following topic for the explanation http://forum.game-labs.net/index.php?/topic/10619-chat-bans-chat-access-limited-here-is-why/
-
1st Big content patch information.
admin replied to admin's topic in News Announcements & Important discussions
who said that this is happening now -
Dear Moderators - please lock other chat ban threads. Captain, You were chat banned. In this topic you can post in the following format: I can't access the ingame chat and i would like to know why i was restricted. Ingame nickname: ''Captain'' You provide this information, in this format, and you will be contacted by Ink with the explaination. In the age of sail navy indecency, blasphemy, or any other hateful crime towards another man (even enemy in capture) was punished by flogging. Cursing is allowed especially if it has age of sail flavor. We review all reports very carefully. In 100% of cases you said something bad or/and indecent in relation to another person. We are different from other developers and want our game chat to be clean. If you want to see what is allowed and what is not please read the fighting instructions. Also when purchasing the game you were warned about certain rules of behavior you have to adhere to. There is a list of allowed curses that are ok of directed towards other captains. No appeals on chat ban are accepted. You can reform and can start reporting others to the superior officers. All reports are reviewed by hand and bans are only issued in the cases like this. There couldn't be false cases Here are the examples of posts that caused bans
- 167 replies
-
- 12
-
-
After port investments and land in battles are added into the game there will be a port reset. We are thinking of making all ports except for capitals neutral, giving all nations an equal chance. Alternative solution is to allow setting port defence windows in clean uncaptured port by nation vote. Port investments will also slow down the conquest because to make flags you will have to build naval bases. No naval base - no flag. Naval base must be protected at all costs to be able to expand.
-
Renommee Spawn point near Jamaca?
admin replied to Fluffy Fishy's topic in Patch Feedback and General discussions
i have seen some around hispaniola -
1st Big content patch information.
admin replied to admin's topic in News Announcements & Important discussions
It's a kind of magic- 490 replies
-
- 12
-
-
1st Big content patch information.
admin replied to admin's topic in News Announcements & Important discussions
I actually want masts to fall more often in battles, allowing captains to repair them if enemies were not proactive enough. The current hp is too high. Giving more repairs will allow us to reduce mast hp.- 490 replies
-
- 11
-
-
European traders - explained
admin replied to admin's topic in News Announcements & Important discussions
they start intervention at 3x of max port price - they have been in the game since trading was implemented and act as a central bank basically controlling pricing inflation. -
Hello Captains. It came up in a moderators chat and we would like to discuss the problems of Spain as a nation with you. Solving those problems will help other nations experiencing the same issues in the future. Some of the problems spain is experiencing are not intended as we expected Spain to be one of the most populated nations (like it was in POTBS) Current priorities do not allow fixing the problems immediately but in the future we plan to address them. Current ideas. Alliances system allowing port entry for allies and their participation in port battles Limitations on flag purchases to slow down expansions for large nations (harder to address) Spanish language advertising to bring more spanish players into the game - your help is needed here too Hard limits on the number of players in nation (a-la other mmo games). Underpopulated nation bonuses. Please share your concerns and proposed solutions in this discussion.
-
1st Big content patch information.
admin replied to admin's topic in News Announcements & Important discussions
You seem to be a "half empty glass" kind of guy- 490 replies
-
- 21
-
-
вас же уже разбанили или вы опять кого то послали на три буквы.
-
Hello Captains and Gentlemen This is a first attempt at a devblog. We are planning to deploy a big content patch within next 10-14 days. We will freeze the build for the hot fixes on friday and start testing new content. Last hot fix could happen on Wednesday and will provide chat fix, in game mod colors, and port battles trolling fixes. After that no tunings and hot fixes will be possible until the big patch is out. If the patch is delayed everything is delayed. Content patch discussion New store interface. We wanted to improve the store information for players making purchase/sale decisions and improve usability a bit. In the new interface you will be able to see the amount of goods bought and sold at that price level and will be able to purchase everything in one block (no more unnecessary clicks if you wanted to buy 2000 of something - if someone is selling 2000 items you can buy it in one block). In addition to that you will be able to see top contracts and player names placing those contracts in case you want to trade with them in private. New battle crew management - BIG CHANGE Crew focuses have been reworked completely and became more realistic. They will now work as toggles – instead of absolute choices. Previously all tasks were fulfilled with penalties starting from zero penalty to 100% penalty in a linear progression, and you could only improve a certain task while reducing the benefits on another independently of your crew size. In the new system: All main tasks have a certain allocation of crew depending on ship type. All main tasks have a minimum and optimal size of crew required. Optimal crew – task will be fulfilled at max speed Minimal crew – task will be fulfilled with penalties Less than minimal crew – task wont be fulfilled at all. Sailing, Gun reloads, Repairs, Leak fixing is atomized and all of them require a min or optimal squad. The crew requirement is the sum of individual crew requirements. Switches between crew focuses take time and the bigger your crew the more time it takes to reposition the squads from task to task. If you have full crew you can toggle optimal performance for all tasks. The main differences lie in the changes to gunnery. We will try to explain it in simple English – if we fail please rephrase for us in comments and we will update the text. Previously all guns were reloaded simultaneously. If you did not have enough crew it affected ALL guns. It was unrealistic and unhistorical. In the new system every gun works separately and has a gun crew allocation. All guns are loaded gun by gun if you have minimal gun crew. How it will work. Example: You first rate have lost most of the men and has 20 men left Current old system: Ship suffers enormous penalty depending on a crew focus. All decks are affected. If you have switched on the gunnery crew focus you never reload anyway. New system: Penalties and reload will depend on the gun composition of cannons for this particular vessel. If you have 20 men left and switched to a gunnery crew focus it will be enough to reload 2 heavy guns per minute allowing you to fire them individually. All guns have a minimum and optimal crew requirements and the gun composition for the vessel will become extremely important in battle. Equip lighter guns – you will have more flexibility in choices when you start losing crew. Equip heavier guns – you will have to manage the crew. Certain ships will become impossible to sail without extra crew management. Repairs/Survival changes Survival will also start working differently. If you have only 1 leak it will take only 5 men to repair and will not affect other sailor/gunner crew composition. If you have 90 leaking holes you will have to find 450 men to plug them in. Repairs also will be affected. If you are repairing Victory you might need up to 30% of crew to repair 15% of the integrity (number is arbitrary at this stage). These changes will also allow for interesting options in improving repairs in a realistic way. Sailing Sailing is simple and works similar to guns. You have a % of crew required to work sails and if you don't do any other tasks you will not suffer any penalties to speeds of raising sails or turning yards. If you have enough crew you can work sails and man guns at the same time. Boarding Boarding crew has to be allocated before the boarding. And the main difference with the old system is this: if you have enough men you can shoot guns and have boarders ready at the same time. Some ships with low number of guns will shine as a result – lynx is the best example. And it will allow you to board when you are sinking (sending some men to repairs and the rest to boarding party). In the future we add the following changes to the boarding – but they wont get in next patch. Only prepared boarding crew will fight in boarding for both sides Fire deck guns will be moved out of the boarding interface and you will be shooting actual guns with their real reloads and performance. If you don't have crew allocated to guns you will not be able to fire during boarding. Disengage duration will be affected by several commands and factors. Players wont be able to disengage in certain situations unless they are pulled away from the vessel by friendly ramming. Production buildings Production buildings are still tentative and might not get in next patch. Please leave your feedback on how you want production buildings to work in the following topic http://forum.game-labs.net/index.php?/topic/10386-production-buildings-discussions/. We will of course try hard to make them happen in Feb but not sure about it. New ships 2-3 new ships will be delivered after the patch – as they need more time to be tested and fine tuned. Most likely candidates are improved Niagara that will be boosted in certain areas based on the player feedback and Essex Frigate. Gameplay tuning Ship curves and turning adjusted to more historical levels (right now a lot of heavy vessels have excellent performance close hauled which is causing problems) PvP rewards for kills/assists – we will start granting additional monetary rewards for kills and assists in PVP. Current state of things is unsatisfactory for the pvp player: if you pvp solo or in a small group you are usually without money and cannot afford ships. BR changes for vessels Shorter entry timers for missions/events/ow battles to provide more control for solo/small group players. Combat tuning We want to increase importance of positional damage - raking and reduce importance of broadside damage slightly. Captains should tank with a broadside not with a stern/bow. This will be achieved by the following. Significantly increased cannon damage from raking fire Lower rudder HP Increased broadside planking and class for all vessels Mast/Sail repair on long cooldowns Demasting became a dominant strategy and does not give many options for the person on the receiving end. We know that many will say it is a wrong choice – but giving the player the option to recover masts in battle at least to a certain extent will bring more variability to battles. Our proposal is this: Bring back cool downs for hull repairs and mast repairs: Cool downs should only work when the player is on the exit timer – if you are out of combat. If enemy does not pursue you in battle actively you can disengage away wait for 10-20 mins and get another repair chance. Captains who participated in the previous repair discussions actively can bring back their ideas into the discussions here. Cannon fire improvements. We want to give more penetrating power to all cannons at very close range, reducing it for some cannon types at longer ranges. After artillery rework last year some cannons became too weak or too strong, and we want to increase the tactical benefits of range control. Planking imbalances on lower level vessels. We want to compact the planking integrity on unrated vessels bringing them closer to each other. This will increase variability and improve ship choices for shallow water combat. The difference in hp and survivability between a Navy brig-sloop and a privateer should not be as strong as it is now (almost 2.5x). Discuss...
- 490 replies
-
- 76
-
-
мы не видим проблем с тем что игроки смогут строить свои рудники плантации и верфи снижая огромные дефициты и скалируя производство под онлайн эту игровую механику хочет большинство игроков (видимо кроме Кросби)
-
European traders - explained
admin replied to admin's topic in News Announcements & Important discussions
they do an excellent job in ports where those resources are produced. -
European traders - explained
admin replied to admin's topic in News Announcements & Important discussions
We have discussed the money problem in the past Even if we use a historical first rate Captain 32 pounds per months salary + 1/8-3/8 prize money distribution. You will make a cost of a first rate in 30 days of normal gameplay based on the sheer number of battles you can do in the game. -
European traders - explained
admin replied to admin's topic in News Announcements & Important discussions
it is fulfilled immediately because they already have stockpile for such cases. -
Hello Captains. We started to receive questions on how european traders work and how you can use them during resource shortages. Some captains were confused thinking that european traders are actually european players who have to bring resources themselves. European traders are the NPC suppliers that start acting when prices for the individual resource reach certain level. They stockpile the resources bringing them from Europe. They operate using contracts. Once contract buy prices reach certain levels they start to fulfill the contracts delivering you the goods you need instantly. They only do it in the ports that provide that resource naturally. For example if the port is producing hemp - they will bring you hemp if you price it right. They also can provide you with trading opportunities with towns that have high demand for hemp and does not have hemp production in those towns. For example. We have heard that hemp prices in certain capitals sometimes reach 500-1000 gold per load. You can buy hemp from european traders at 360 - and bring it to that capital making 140-640 gold per load destroying the shortage and making a lot of money as a result.
- 58 replies
-
- 15
-
-
Worst time of daily maintenance
admin replied to Psico's topic in Patch Feedback and General discussions
maintenance will be moved 2 hours earlier in the next big patch -
Я ничего не понял что вы имели ввиду перефразируйте плиз
-
its a very rare elusive bug that we cannot reproduce even if we copy the player and do exact thing he did before he was teleported elsewhere We are still trying to find it. please continue to report such cases with full description of what happened before you teleported approximate location, ship you sailed and its fitouts battle and what did you fight after you teleported like this please always file the F11 report without moving or doing anything.
-
where have you been when we were bombarded by negative comments I did not see a lot of posts protecting higher rewards
-
its actually reverse fresh accounts don't have data propagated so they the random number also if the rank us unknown it shows top secret
-
Sparse info on this feature went out in the Russian forums so we must share it with everyone. We are working on the very big feature now which was taking 90% of the time for the devs and art team. The feature is in development in secret since October. We have taught the engine to pull the land from our procedural map into battles. If you attack a player in the hispaniola channel you will fight in the hispaniola channel. If you attack a player in a narrow passage you will fight in a narrow passage. Attack a player near land if wind blows towards land he will not escape. Port battles harbors will be based on our map harbors making some ports extremely easy to capture and others impossible to capture. Attack someone near a shore battery spot and you will have to fight under battery fire (this will allow us to eliminate reinforcements button). This will change the gameplay completely and might ruin the game. Or will make it awesome. The feature is in internal testing as there a a lot of spawn problems to be solved. But it plays and feels epic. ETA Unknown but hopefully by mid spring it can be given in experimental build for testing.
- 104 replies
-
- 107
-
-
Краткое описание базовых механик со зданиями Производственные здания Верфь - Shipyard - строит корабли Мастерские - Workshop - делает апгрейды Кузница - Forge - плавит слитки и прочие детали Академия Academy – пишет записки крафтерам, тренирует экипажи и офицеров морпехов и юнг. Лесничество - Forestry - растят деревья Рудник - Mine - копают руду Плантации - Plantation (возможно появится в будущем если в игру будет добавлен провиант) Как будут работать здания Здания смогут производить только ресурсы доступные в национальном порту. Например если в порту есть железо то только тогда рудники смогут добывать железо в порту Добыча руды и потребляет часы и требует денег Стоимость добычи равна нижней планки цены товара доступной у НПС торговцев Некоторые производимые товары не будут требовать зданий Например напилить досок можно попросить кого то в порту если у вас в нем есть доки Производственные здания нельзя строить в свободных городах (или они будут платить высокий налог) Стоимость строительства зданий сразу включает в себя стоимость поддержания этих зданий на долгий период чтобы не создавать никому не нужные фейковые клики и кнопки Начальные предложения Игрок может использовать 5 слотов для зданий на сервер Игрок может кооперироваться с другими для повышения эффективности производства Концепт эффективности производства Игрок может диверсифицироваться для больше независимости Игрок может специализироваться для большей эффективности на часы работы Как работает эффективность На игрока выделено 5 слотов для зданий Независимый игрок может построить верфь рудник лесничество академию и кузнечную чтобы иметь возможность делать корабли самостоятельно Эффективный менеджер построит 5 рудников для того чтобы повысить эффективность производства Например (цифры непринципиальны) 5 игроков с 5 рудниками будут производить 1000 железной руды в день (200 на рудник) 1 игрок с 5 рудниками будет производить 1500 руды в день (300 на рудник) Здания решают сразу 3 проблемы Увеличивают ценность захватов городов Создают гибкость в предложении товаров (много игроков много товаров мало игроков мало товаров) Гарантированное предложение товара и уменьшение контрактных войн Дополнительные изменения в экономике Шанс выучить новый чертеж будет зависеть от уровня крафта или уровня академии Миссии на поставку – порты в которых большие контракты на покупку по высокой цене будут генерировать миссии на поставку товара Ценовый отчет – дроп письма с неписей дающий информацию о самых лучших ценах на карибах Изменение крафт ноутов на три левела (вместо одного из золота) Европейские НПЦ торговцы должны поставлять товары только в столицы Апгрейды и пушки можно будет разбирать Обсуждаем UPD. Есть еще предложение от команды – сделать разбросанные по карте ресурсные точки которые можно найти путешествуя по карте где можно поставить свой собственный и независящий от порта свечной заводик или базу
- 40 replies
-
- 10
-