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Everything posted by admin
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https://www.un.org/disarmament/un-saferguard/explosion-danger-area/
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Thats the point. Who considers too much, too much. To much compared to before? Yes. Too much considered 50 tons of explosives exploding? 44gun frigate carried 15 tons of gunpowder in 1756. 15 TONS OF EXPLOSIVE
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Masts yes. Crew no. You cant lose 1000+ crew if you are on brace.
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Lets get some trivia out to public Fire and Fire shock history in Naval Action Fire has the radius Once this radius reaches the sails they burn Once this radius reaches the magazine it explodes Fire damages internal structure and hull (but not a lot initially) Crew has ability to firefight Every meter of fire requires crew If you have less crew than fire requires it starts growing faster Full crew can always put out any fire unless they are under fire or explode You can increase the size of the fire by firing into the burning ship. This was done by the royal navy consistently against the french. If fire size grows crew requirement goes up old system - more crew is not required new system - more crew required - as bigger the fire bigger is complexity Ship can go into fire shock - which means that when the fire reaches certain size crew drops everything and starts working on fire only (for survival reasons) - fire shock can only happen when the fire reaches a certain size Fire shock is just an indication of size of fire When we noticed that player mistakenly connect fire shock with explosions we reworked it and greatly increased the size of fire shock. Previously it was like 1/20 of the ship length, now its 1/8 Explosions were never connected to fire shock. As a result people started seeing explosions with no indication. Which happened when fire reached the magazine (starting near it). It was exaggerated under fire. Fire shocks were never the warning. In the old systems you mention. Fire shock was too small and crew required to fire fight was too small and thats why large ships exploded very rarely. There were never warnings on explosions. People thought there were but there were not. If you fire starts near magazine and reaches it you can explode IMMEDIATELY without even a fire icon. As a result we got a lot of questions on this and this system was changed last week Now you cannot explode immediately Now your ship can only explode on fireshock and have been on fireshock for 15 seconds (enough for other ships to press brace) Fire can reach the magazine immediately but you wont explode until everyone sees the fireshock visual indication. Fire shock is a warning now (unlike before) .... The origin of fire buff. Some might have been happy with the fires and explosions, but some were not. We received a lot of reports and complaints that explosions were not strong enough. Main complain they stopped dropping masts and top sections and they did not kill enough crew.. We also witnessed that people did not even brace before explosions on videos in large battles and shrugged off exploding ships and ships on fire as nuisance, not as dangerous event. We do not ships explosions will not have such effect if fleets keep stations and lines. Of course you all want to stay together. Explosions You asked in another topic - is it testing. No and yes. We want continue to push damage model to the state where it will resemble our mental model of perfect age of sail combat. We might overtweak it here and there. But in general dangerous explosions and fire discipline and station keeping were less required before than now. We like it more now.. Maybe the distance is bigger than it should be - in code its 400m. very reasonable for the flat sea shockwave. Forthcoming All fireship fittings will have -70% penalty to crew next week We will slightly reduce the range of explosions But they will remain deadly because we like it, because we sell OUR version of the mental model of perfect age of sail combat. This is how we like it. Current workaround Get buckets. Replace cartagena or navy hull with buckets and you save 5 first rates. If you all get buckets you will never get on fire. Keep a proper line - bow to stern - 100 m away. Fire ship wont be so effective. PS complaints about first rate fire ships are not accepted - its a game and players can do what they want with ships they captured. first rates did explode for devastating effect. If you give Orient examples give distances too. There were no ships in the 500m vicinity to it.
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Topic is now locked temporarily Explosions feedback is welcome in the separate topic. Moving on to next patch and combat improvements.
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Fireships & Are we still Testers?
admin replied to Anolytic's topic in Patch Feedback and General discussions
Please post your feedback in the relevant topic Posting same important information in multiple places is counter productive and wastes time. Use search function if you want to find if the issue was discussed before. -
we already said. Full battle must be posted as evidence. This topic has not provided enough evidence
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Прошлые бои не репортились у нас их нет Недостаточно доказательств Тема закрыта в будущем можете приложить этот топик против этого капитана если это повторится.
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Unreadable and unactionable How broken? Why broken? What exactly happened? What should have happened. Learn to give feedback if you want change. There is also a dedicated topic on explosions feedback which is monitored.
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They do not focus fire - you are. Don't linefight just get into carronade range and destroy the transports. (this is relevant for shallow low BR battles) If you miss ALL the combat ships - (all combat ships enter capture zones) its just 270 points. If you miss just 1 trader transport - its already 325 points for just one ship. Bring several carronade ships for fast resolution of the transport problems. Invest into one fort or tower - they will absolutely devastate some of the attacking light ships Don't enter at piers - join the battle - and join on time (not on signal) but as early as you can You wont see NPCs until battle starts - so no point to send scouts. Once you know how it works - write a guide for others - or keep this info for yourself, to build an empire.
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I did not consider it ambiguous. Pick wind. If you were to pick wind would not you pick the best wind. We are not here to discuss the linguistics or definitions; english is not my first language and not my last - so i suggest to take it into account and ASK FOR CLARIFICATION if its ambiguous. I can switch to Russian so its always clear.
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Well now knowing that NPC has the best wind (but you can use this information to your advantage too if you know it) NPC enter in 2 lines at 2 out of 3 points (you only know them when battle starts) NPC has 18 ships and will win if you do not destroy the transports If you knew all this would you win that battle? By lets say sinking the traders first (all effort to sink them) and then methodically destroying the rest (using 32lb carronade ships)
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Thats exactly what we are doing. Layers on top As we found by trial and error - DO NOT TOUCH WHAT PLAYERS ALREADY HAVE. It does not work - we tried twice. So expect very very expensive historical 68lb carronades HMS Glatton https://en.wikipedia.org/wiki/HMS_Glatton_(1795) refit and 42lb light Rainbow refits - which wont be available by organized clicking on building buttons.
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We will give you a simple example of cost projection Original prices based on displacement (numbers for example only) heavy 5th rate cost index - 1000 (based on 1000 tons) 1st rate cost index - 3000 (based on 3000 tons) If nobody is running 1v1 Chances for 5th rate to sink 1st rate = 5% Chances for 1st rate to sink 5th rate = 95% You get the idea of the old problem. cost growth 3x - power growth 19x. Which means in that example cost index should be 1000x versus 19,000x It was partially corrected before release during cannon rebalance (with introduction of doubloons) - but its unfinished and is still weak. Power is too cheap for groups and too expensive for solo player , BUT the proper design gives equal power per player. Thats why seasoning is amazing (well maybe not amazing but a great first step to giving more power for individual effort). It reduces the power of logging in and clicking (ridiculously expensive click for seasoned woods) - you cant ask just 25 players to login and click as it is STILL too expensive increases power to sailing and fighting (free seasoned woods from chests for effort per player) - you can sail and sink privateers and get the woods for free 2-3 haters who say seasoned woods are the push to sell more DLC are just blind - as you can get seasoned woods in game FOR FREE as free drop from fleets.
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It was said on 7th September. NPC Raiders will pick proper wind. Pick wind means they will have the wind they picked. From their points of attack. And again. You read it differently than we did. And tried to predict their entry using OW wind.
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Seasoned woods are a first step in the proper multiplayer progression systems. There will be more a lot more interesting and exciting ways to spend money added every week in part 2 of development roadmap. Having old systems (based on weight or historical prices) were naive and just led to frustration and upset. Previously 10% increase in power had 10% increase in cost (sometimes less - we were so stupid). This systems never worked without real life risks and real life limit in player life, health, limits in resources and human power. It was good for a lobby based game but was bad for a massively multiplayer sandbox. New systems are solving this and any increase in power will come with much bigger increases in cost or effort. It was announced long ago (17th of July) and will come in one large free expansion called "Unfinished Business
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Now in terms of the battle itself. NPC raids give new life to Peace server, and will be kept. This is a new feature and will take time to settle. Experience is invaluable and now you probably know what would you do differently to win.
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Captains We understand the frustration. 1. NPC will always choice the proper wind. It was announced on the 7th September https://forum.game-labs.net/topic/31428-npc-port-battles-explained-war-server-and-peace-server-information/ 2. BR was changed last patch and it was announced so. NPCs will fill the BR with max possible number of ships, giving interesting and complex tactical dilemmas for the defenders. 3. Timers caused a lot of upset on the War server. You cannot enter NPC raids after battle starts. It is absolutely critical for the feature to work properly and is not going to be changed. This implementation was active since the battles appeared on Peace and War server. Everyone who participated in them at least once knew it. Multiple posts about inability to enter NPC Raider port battles after it starts exist on this forum. We replied on this issue before. Inability to enter the battle after the timer is assumed common knowledge. 4. Regarding 5 mins. Having tested the battles personally and having seen real player defences of NPC raids i doubt that NPCs could win the battle in just 5 mins. But of course - if someone have a video we would gladly accept it as evidence of a bug - because NPC raiders cannot reach the capture circles and win the battle in just 5 mins from the start.
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Trading is fixed? **Unpopular Opinion**
admin replied to Never's topic in Patch Feedback and General discussions
Why people are so interested in other people's money - its 18th century, not 1965 USSR. Before we would say.. aaah.. nooooo.. He should only have 50,000 pounds. Solution - Lets nerf everything (did it twice actually). We were stupid then Now we say - Great. The guy can lose 800 first rates at cost. Solution - Lets give him things to buy! -
SAFETY OFF - Raiders Start Attacking Ports
admin replied to admin's topic in News Announcements & Important discussions
This is first a game And even if it was not - landing and invasion fleets could and did carry troops which greatly exceeded crew. Essex hull could fit a lot extra troops for a short period. Short version: Complaint not accepted, you being in the army saw soldiers packed in planes and transport ships. The comment that elite NPCs can only be killed by players who have no life is very weird to be heard from you. Because this comment is not true. This comment is out of place. Please stop thinking players are idiots, please stop treating players like imbeciles. This is a game for intelligent human beings and every player can sink an elite NPC with proper preparation. Its not clicker heroes and we will have hard enemies. For everyone. Just like WOW. -
SAFETY OFF - Raiders Start Attacking Ports
admin replied to admin's topic in News Announcements & Important discussions
Main post updated with information on the NPC fleet compositions -
Dear Players. Please keep it civil and respectful even when talking to an enemy. Remember you are all admirals.
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SAFETY OFF - Raiders Start Attacking Ports
admin replied to admin's topic in News Announcements & Important discussions
Sorry cranky old man, but this is how it works. Raiders are ELITE NPCs to bring challenge (to make it hard but not impossible). Many clans lose to them initially - recapture, change tactics and never lose again. A little bit of practice and focus fire will help you win those battles with ease. How many were you? -
Not enough evidence - video ends at 7 mins Combat happened - other ship heavily damaged Other ships disengages at the end of the video. Griefing is consistently keeping you in battles of hours. (7 min battle with combat is NOT griefing) Captains consistently falsely accusing others of griefing will be punished themselves.
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Those who think 74s cannot out run frigates are mistaken (deeply) This misconception also influenced us initially. Not anymore. Its incorrect and we suggest everyone to burn this outdated and incorrect standard out of their mind If you read any real literature on the age of sail by the end of 1820 only 3 classes left. Building ships longer than 65-70 meters was impossible, building shorter ships was useless. Design settled on the best determinant for success of the vessel = max broadside weight per length = which gave best speed and firepower for class. Long one deckers (heavy and super frigates) (fastest) Long 2 deckers (3rd rates) Long 3 deckers (1st rates) Speed fit Bellona cannot compete for speed with long hull frigates in our game and could not catch endymion in reality. But Bellona (properly fitted) can outrun any shorter ships - which is correct and historical. Because main determinant of speed is hull length and sail power to this length and weight. A properly built 74 could be faster than any light ship due to hull speed and number of sails (power to weight). 2nd rates quickly died out because they were costly but did not have broadside weight per length). PS We balance for light breeze that's why rattlesnake is faster currently. If and when we implement wind power it will become more varied, and there will be cases where 1st rates catch everyone.