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Sank fleets take some time to respawn. Maybe this needs to be reconsidered.
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Thank you Captains we won't let you down.
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контузий экипажа нет. при полном сведении разброс минимален, но не достаточен для стрельбы на среднюю дистанцию. вертикальный разброс выше горизонтального изза особенностей отката и учитывает (как бы) разницу в порохе и том как он горит.
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There is report function for bad language There is ignore function You can also disable communication with other nations if you don't like such language Raatha has enough tools at his disposal to protect his ears. It was his decision to enable communication with enemies. Not a tribunal case any more as such cases are handled by report and ignore function. Closed
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I know op was here but have not replied. Locked back
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Until PvE shard appears some day in the future - Roll a neutral - then you will only be able to sink bloody pirates. And will be safe from all national players. Mexico and Louisiana coast has 0 players so you will be able to pve around pirate ports.
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Unlocked the topic Interested to hear. What did you expect? The battles are very different. The OW could be compared to Potbs in many good features; just like Newton we all usually stand on the shoulders of giants.
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Important Dear captains: We would like to remind you that we want the environment in Naval Action to be different from most other online games. Forum and sea trials rules are going to be enforced in the open world. The punishment might be delayed but it will still be inevitable Here are the rules that we want all to use http://forum.game-labs.net/index.php?/topic/2346-forum-and-sea-trials-rules/ Consistent violators will be banned from chat: Initially for a week and then forever. Our bans are universal and are account based. So if someone is a smart guy and plan to create a new character for cursing his account will be banned even he deletes the character. If you come across the offensive personality report him by using the report message function (in chat). Don't get provoked. If someone is trying to provoke and you know you can be harsh with others you put him to an ignore list (better be safe), or use one of the allowed age of sail cursing methods: http://forum.game-labs.net/index.php?/topic/3722-profanity-usage-in-game/
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resolving in private.. one message to everyone.. whenever such things happen (or anything strange happens) please always file the report by pressing f11 after this happens.. even if you are in battle and fighting heavily fixing the bug is more important than winning that battle
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We take all serious requests seriously and researched this topic in depth (again) Unfortunately Sir Cunningham we would like to keep the long/short mechanic Multiple resources showing that there was difference between short and long guns Main are "Frigate of Napoleonic Wars" http://www.amazon.com/Frigates-Napoleonic-Wars-Robert-Gardiner/dp/1557502889 and Treatise on Naval Gunnery https://archive.org/details/bub_gb_PK50sbOOfjUC In Treatise there is a whole chapter on long vs short differences: pointing to a significant difference even at point blank range (200 yards for short guns vs 275 yards for long guns with 0 elevation). And also proving that our decision to code lower damage for long guns is correct. (higher speed of projectile on average generated less splinters)
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I like the bottles starting position
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Well All reports go straight to developers and QA and we read and prioritize them every week. Report everything you think is not working as intended, we get battle logs and game logs and this helps us. Post annoying things on the forum. PS We are aware of bots sailing through land sometimes. If you have already reported something no need to report again unless you think there is a particular place that has this problem all the time. Then report it again.
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It's a bug with T. Pressing it again does not bring the staysails and jibs in code (but opens them up visually). Workaround - lower sails by S and up by W it will get back to full speed. Will be fixed on Wednesday
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Question about Reporting
admin replied to Glorious Potato's topic in Patch Feedback and General discussions
We get them into a reporting system and are supposed to review them once a week. But we have not reviewed for the last week because seems like people are currently just testing them and 95% of reports are for normal posts. Plan to do it by Wednesday. -
The problem with the series of engagement is incomplete player control. Not everyone have lots of hours to play and if you found good time for port battle it will then depend on others. Lets say you devastated the enemy in the first battle. and have to log off. Then you come back and find out that your nation lost all other engagements taking away your victory.
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Дам пока ссылку на английский форум http://forum.game-labs.net/index.php?/topic/5955-port-battles/ переведем в выходные (тут изза эппла времени нет) если ктото переведет раньше будем очень благодарны
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Lets discuss the rules for the port battles and the rules for their arrangement, rewards and spoils. (temporarily ignore whats going on inside and focus on how they are arranged) Key issues to solve: No PVE to PVP. We are against grinding NPCs to get the port battle opportunity Timezones have to be taken into account Night flipping problem must be fixed fully or partially - when a committed group of players conquer a series of ports at 4am against defenseless enemies Guild wars 2 WWW/Tol barad situation have to be handled - when 3 warring groups run around the map conquering castles avoiding each other to maximize rewards Port loss must be painful, but not devastating Variability of ships in port battles Here are our proposals for discussion Shallow water harbors will only accept light ships for port battles. (A-la our sea trials small vs large pvp rooms) Port vulnerability Port is only vulnerable during certain time slot Port can be freely attacked during that time slot The time slot is determined by the defending nation Once port is captured the attacker can change the time slot to a more convenient for them Method of attack - two options POTBS style (with automatic teleport into the battle lobby for defenders and attackers) - easier for both parties to attack and defend. Physical travel to port: attackers and defenders fleet have to physically travel to the port location and enter the battle, creating a lot of logistical problems, that could be interesting or frustrating or both. Announcements Port battle can be announced long before so everyone is ready Or port battles can be announced 1 hour before the port attack starts, increasing the need for constant scouting, reporting and monitoring large fleets on the open map. Partial fog of war on port attacks. We can force attackers announce the intention to attack the port 1-2 days before but not give this information to defenders openly. Instead a battle correspondence rare loot item can be generated that can only be captured from boarding players or high level npcs. Port battle invites Here is where we need your help: If there are 300 brits and 100 swedes are willing to join today's port battle for Basseterre - how do we determine who is invited and who is not invited? (remember - that judging by sea trials and wot and many other games with random force composition) having more random players can actually increase the fun and sometimes frustration. Inexperienced players must be able to participate in such events effectively or they will leave the game.
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the spray is great though. need to borrow some ideas from there
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These were the experiments with the visuals that we decided to freeze temporarily until we finish working on other things. Haze we don't like too; and the sunny day should feel like a sunny day. It will be improved in the future.
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Liam capture me in a Cerberus with his Trincomalee
admin replied to furyGer's topic in Tribunal - Трибунал
Its a test and a full pvp server. His behavior is within the formal rule systems. Get some friends and sink him back. Or fight and don't surrender. You get xp and money if you fight. even if you lose. Cerberus could have taken half of trincomalee HP by doubles and earned money for a couple of new cutters. Lots of players help smaller players.. some players sink them, even if you surrender. That is why there is a surrender button. You just leave your ship and immediately exit from the battle to port. That is also why we have a checkbox - disable all communication with other nations. But if you think there is something wrong with the rules of engagement please post in the open world forum section, explain what is wrong from your opinion and provide your suggestions improvements. -
Lack of tutorial will be a problem for some time but in general the system is this 1) Hail the NPC before attacking - when warning shows click cancel 2) Hail allows you to check the target nationality 3) if it is enemy (red) you can attack them 4) if it is white (neutral) or your nation - attacking them will make you a pirate hailing also shows the fleet composition. There are lots of NPCs (2500) sailing the OW right now. To find them just sail to enemy waters or channels. A lot of traffic between hispaniola and cuba for example. we are thinking of making auto hail on click. to lower confusion.
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in addition to switching off AA, try to lower water quality to medium. It looks almost the same but also gives you another good boost to FPS.
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Commands for AI in battle
admin replied to Lady Athena's topic in Current Feature Improvement Suggestions
3 commands will come in one of the next patches. Destroy - focus on hull Demast - focus on sails Follow - Avoid combat and follow the player And fleets themselves will be reworked based on player feedback. Several changes will be done to how they work as well. Maintenance per battle Repairs 5 durabilities Availability in battle (to give them protective duty). You will be able to call them into battle only if battle rating difference in the beginning of combat is against you. -
There will be some updates to AI and fleets next patch. Currently the system is this (please spread info if this question arise again) AI focuses the closest player at battle launch If there are 2 or more players then bots prioritize the closest one until he sails some distance away and then they switch. They will focus on 1 player until he sinks - that was done to make defensive fleets useful and actually help you against players. Maybe was not the best idea and needs tuning. Try to be the second one in the battle.