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  1. Captains please provide feedback on port investments, costs and shipbuilding bonuses in this topic.
  2. Captains Patch is being deployed today. Main feature of the patch - Port investments. This is a group feature. Solo players must find a group of friends to use it or join a clan. Imaged - dutch players deciding if they want Caracas to have a +5% speed bonus for shipbuilding or +10% thickness or BOTH Investments. Clan alliances can now expand production of resources in ports Clan alliances can now expand shipbuilding in ports Clan alliances can now improve defenses in ports Investments will drop their level after you lose the port, multiple losses of ports will lose all investments (to remove port trading) Forts destroyed in port battles will have to be rebuilt Clans will be able to decide who can access the facilities and build them Once you build the facility you will be able to use it even if you are kicked from clan or alliance (provided you are in the same nation). Other nations WILL NOT use the facilities and investment benefits Ship building bonuses are created by clan alliance only if they build ships in their city. Other captains (who are not part of the alliance are not going to be able to hire artisans trained by clans). Due to limited investment points some cities will have to specialize – in the first iteration there are going to be 2 types of towns Resource base Shipbuilding base Or a mix of two There is a limited number of ports that can build amazing ships with all the possible bonuses. Nations will have to fight for them. This is a first iteration of the feature so expect bugs and problems Map wipe All forts on map were removed (they can be rebuilt by clans) Map was reset Lord protectors were reset, National leaderboards were reset Hostility mission changes Hostility now can be gained only using missions. OW hostility points are no longer granted to avoid exploits. Hostility generation in missions will feel much faster Defense timer cost is 250k Reals per day (might go up even more) County capital and capitals give missions to capture 2 nearest county capitals Free towns give missions for 2 nearest county capitals Once you taken the county capital you can take its regional cities. Marsh Harbor also gives an option to take Treasure Island, Treasure island capital gives an option to capture Bermuda. Other changes Forts were buffed BR limits for ports have changed Largest towns (55 investment points) have 25000 BR limit All other county capitals have 20000 BR limit Regional towns have 10,000 BR limit Shallow capitals 3000 BR limit Shallow towns 2000 BR limit Lord protectors are no longer have tiered rewards for VMs you get what you hold (but not more than 15VMs per week – lets see how it goes and maybe increase this limit later) Hostility points for port battle creation have changed County Capital deep – 10000 pts Regional town deep – 4500 pts County Capital shallow – 2500 pts Regional town shallow – 1000 pts Peace server changes Historical peaceful map applied (this will change bot routes and bot nationalities) Admiralty can now be used in ALL peaceful cities Peaceful outposts and buildings can now be built in all cities Peaceful PVE missions can now be taken in all cities too Top class ships on the PVE can still be built in towns that are capturable on War server. Other changes Combat medals are now only granted for mission and patrol completion. Improved FPS performance in instances and port battles Added additional item descriptions Bots now use universal ranks to help judge their difficulty easier Added an option to make more books and upgrades in production run Added inverted mouse to options Added tooltips to clan warehouse Permit prices and requirements rebalanced New ship notes added to admiralty Pandora lost ability to use stern carronades due to placement of ports Epic chest now drops in Epic events a lot more often Grape damage distance slightly increased Grape min damage from raking slightly increased Port name changes and other minor beautifications Some ports have their name changed or improved. Spanish town (a city of striking contrasts) is now a capital of the Virgin islands Sisal is now a capital of Merida Some counties were rebalanced. Fixed bugs Fixed bug that did not build 5/5 ships in some ports that became capturable recently. Apologies for the inconvenience. Fixed bug that was visually showing wrong ammo type (for example ball was flying instead of chain or vice versa) in instances for new players who just joined instance or relogged in into instance Fixed stationary bots in OW Fixed bug that cut your speed if you switched to a fleet ship Fixed bug that did not update your map if you switched from Peace to war server after AFK kick Multiple other bugs fixed Enjoy. Hotfix 25th April 2019 Hostility missions now have a deadline and have to be done until maintenance (after maintenance they will disappear from quest log). This is done to remove the possibility of keeping old missions for the future attacks on the ports. Fixed the bug that did not let you sell the ship if you had books in knowledge slots Fixed the bug blocking the sharing of the captured ship in the instance (by setting it free for all) Temporarily increased the limit of missions from the county capitals and free towns to 3 from 2 Increased the limit of port battles against the nation from 3 to 5 Changed BR of shallow water ports to lower 2500 for shallow capitals 1500 for regional towns in shallows Nassau limit is set for 3000 Mantua is now neutral and capturable (giving capturable city crafting bonuses) Hotfix 2nd May 7 New port investments added allowing production of rare woods in clan controlled ports Rare woods clan delivery missions rebalanced (prices lowered) Peace server: admiralty prices for rare woods rebalanced (prices lowered) Peace server: some free towns converted back to neutral towns to allow production of resources (Atwood, Cayo Romano, Barcos, Cayman Brac, La Navasse, Hat Island, La Désirade, Carriacou, La Orchila, Coquibacoa, Concepción, Bonacca, Bensalem, Santa Ana, Tamiagua, Calcasieu, Saint-Malo, Cayo del Anclote, Las Tortugas, Cayo Biscayno, Saint Marys, Salinas, Little River) Building costs and costs of upgrades rebalanced (and increased)
  3. We tried to give this the chance once again but it seems that unique steam ID tracking in missions is the best way to close al potential loopholes. It is better to do it before release so we never have to come back to these issues ever again. Even one person farming can ruin the impression on the overall system, thus such loopholes must be closed. As a result Combat medals will no longer be provided for OW kills. They will only be granted for missions/orders and patrols completion. As missions require to sink unique captains (and track steam ID) it is impossible or very very hard to farm combat medals on alts Rewards for missions will be increased accordingly.
  4. Thanks for reporting it Captains. Remember that this report/discussion is not about the content of the reviews. It is about player/moderator impersonation. Impersonating others is against the rule of Steam EULA and Game and Forum rules (rule 15) and we issued full or partial chat or game bans for impersonation before. https://store.steampowered.com/online_conduct/ @van der Decken Thank you for providing additional information on the account name changes. Topic moves to tribunal. Issue is under investigation!
  5. Thats just a note with 1 durability - for test drive, or quick action if you really really need that ship now (and do not have DLC).. it does remove some concerns about them only available for hard cash. You can get them in game too.
  6. Permits will be updated next patch. Do not spend marks or VMs on permits meanwhile. The following changes will be applied Only 10 ships will remain rare (we want them to be rare and precious), some performance stats for those vessels will be improved (especially rattles, niagara and constitution) Santisima Christian Bellona Constitution Endymion Renommee Rattlesnake Rattlesnake heavy Niagara All other vessels will lose permit requirements and will be crafteable Rare permits will be added to Gold and Silver chests so you can have a chance to earn them in PVE activities. PvP Admiral chest and Captain chest will have a 100% drop chance for one of the rare permits Admiral chest: line ships + 4th rates Captain chest: lightships frigates + 4th rates In addition to that (long overdue) the following ship notes will be added to the admiralty for combat medals for captains who wish to get those ships by in game means. (Prices are not final and might get adapted). Rattvisan - 300 cm L'Hermione - 200 cm Hercules - 150 cm Le Requin - 150 cm
  7. BRs already increased in internal versions. Deepwater county capitals will allow 20 first rates on both sides (maybe more needed) Deepwater Regional towns will allow 20 3rd rates
  8. Lighter frigates are more vulnerable than before (even after slight buffs to 4th rates and heavy frigates) We of course are watching the situation closely and will tune the parameters if needed. Ships of the line due to their price should be powerful but skilled frigates captain still have the chance to engage (and disengage due to speed advantages) Try changing tactics slightly if you feel the ships escape easily from you. But if they ran - this means you won the battle.
  9. All ports will be set to neutral No changes to buildings and outposts are planned If ships db structure will require changes they will be taken out from outposts and return into redeemables in form of notes, but most likely ships will stay in docks as they are.
  10. it takes many drops of rum to fill the barrel
  11. all good points will be done. Only rare ships (that we want to be rare like Christian, Endymion or Niagara or Santisima) should stay with permits. The permits as sinks are detrimental and counterproductive. There must be good counters freely available like Agamemnon vs Rattvisan
  12. This 44m frigate is somewhat similar to Le Hermione (43m) And its HP was increased from 6534 to 7000 in the last HP tunes (not by much) Overall New model Hermione HP 7000 (before tuning 6534) 3rd rate alpha in new damage model is 4500 1.55 broadsides to destroy side planking to 0 (+ 30- 40% of structure) old model Hermione 4180 HP 3rd rate Alpha 2240 1.86 broadsides to destroy side planking to 0 (+ 5-10% of structure as it was only damaged when side planking was removed in old model) Serieuse was on par with hermione and just slightly lighter than trincomalee (leda, hebe) and we are not yet ready for complete removal of heavy frigates combat abilities by making them useless against third rates. HP numbers are still work in progress and might change by release and will continue to be tuned to perfection as we go.
  13. Captains Large update will be deployed within a week (optimistic) or two. New exciting feature on port investments is going to be introduced into the game. Industry development Clans will be able to invest resources to open up new production in ports creating resource bases providing easy access to materials from one spot. Numbers on the screen are for demonstration purposes only and will of course change Clans will be able to determine who can invest and use these facilities; because they control the land Shipbuilding development Clans will be able to invest resources to improve ships built in the region in the following categories Gunnery Hull Sailing Survival Rig and Masts This feature will be available to all national captains, who build ships in this port, because knowledge on shipbuilding is not land based and other people will be able to work with specialists trained in the city. Forts and defenses. Clans will be able to build defenses for their ports In the first iteration positions of forts will remain the same as in the current game (some positions will be adapted to change placement of useless towers or forts into locations that will help defending the city) Defenses destroyed during port battles will have to be rebuilt again (depending on % of their damage) Base map will be without forts and towers. Overall balance Every type of investment will require points and having limited points per port, clans will have to pick things they want to specialize their city in. Some cities (chokepoints or front line towns) will only have forts, some will become resource bases and some will become shipbuilding cities. This balance will be supported by the changes how hostility missions are given. Hostility mission and conquest flow changes. Mission availability Hostility missions will only be available from National Capitals and County Capitals and Free towns. Hostility missions will only be available for the 2 nearest Enemy or Neutral County Capitals. Hostility missions for regional towns will only be available from the County Capital of that region (example below). County capital of the region will allow taking hostility missions for ANY regional port of that county. Conquest flow To capture a regional town you first will have to capture a County Capital of that region To do so you need to own a County capital near to that region. (as hostility missions will be distance based) Then you will be able to capture other regional towns in that County, building resource infrastructure or ship building bases in the region, and defenses in the county capital. Example To conquer Arecibo Regional town in Puerto Rico if you are Swedish working from Gustavia You first have to conquer County Capital in Virgin Islands Then you can take a mission from Virgin Islands county capital for San Juan and conquer it Then from San Juan you can take missions for regional towns in San Juan county Alternatively you can of course sink player ships or NPC ships around Arecibo and gain hostility directly. Frontlines Because missions are only available for the 2 nearest Enemy or Neutral ports natural front lines will emerge This means you can create choke points and invest in defenses in some cities (mostly county capitals) to lock access to enemies further into your shorelines. Some areas will become constant source as nations trying to move to some regions will have to fight for the key points of the map Hard nations with no capitals will have to plan their operations from free towns capturing nearby regions to expand. Open world hostility generation will remain - you will still be able to generate hostility on the port by sinking players or npc in that port area. All this features will require a full map wipe. PS other issues regarding forts To the concerns raised by @Anolytic in this topic Fort guns will undergo the following changes (some changes have already started) 1) HP buffs (some already done) 2) Points for forts were reduced as they granted easy points for attackers 3) Guns will be buffed - they will become more dangerous. 4) Some positions for forts and towers will change (at least where it is possible) so we do not have useless towers or forts in port battles Overall forts will become an expensive but very powerful allowing players to set up defensible chokepoints on frontlines. …………….. Again will repeat. All this features will require a map wipe More information will be added to this post based on your questions in this thread.
  14. On the issue raised by @HachiRoku @Anolytic and many other captains. There was a proposal on this forum (i think it was @OjK but can be mistaken) Proposal was this: sell the permit that the player then will craft (unique ship but still participating in the economy). Initially thought a great idea. Evolution of imported (DLC) ships thinking was this. Premium ships was announced when we did not even think about the open world (in 2014) Premium ships were initially thought as unique status items, a more beautiful alternative. Some ships introduced over time were not crafteable (Wasa, Hermione) to give us the option to add them to premium roster without taking away crafteable ships. First experiments were ran with Hercules and LRQ (it wa good to do it in early access as many things were discovered and learnt as a result) Now many players say that DLC ships reduce the role of the economy, and that there should be deep and interesting MMO economy. But let's get this straight. Crafting was introduced last, and is a least cooked feature, as all focus was always on combat model, rvr and ROE (lately PVE). Hauling was somewhat forced onto players because some time ago we wanted everyone to be the target. And here is the main discovery. Players do not buy DLC ships for uniqueness. They do not buy them because they are stronger or weaker than others (there is always a better crafted ship, sometimes 5/5 crafted ship). Rattvisan is definitely not the best 4th rate. They do buy them to support developers (thank you everyone for support) And they buy them to avoid participation in the exciting economy (mainly hauling). Trading goods is rewarding and has both risk AND profit. Hauling goods for crafting is boring, not exciting, is risky but gives you no real rewards (you make a ship that you will soon lose anyway). Thats why making permit based DLC ships is not going to achieve anything. Thats not what customers want. Now. Here is the rug change that will tie the room together. Port investments will remove hauling requirements for basic resources for all players who play with friends or have friendly clans in the nation. Clans (and you can have a small clan and capture a distant port to use it) will invest into production of all basic resources in their port defenses to protect it shipbuilding to improve ships built in this region. By doing so - player will get ALL basic resources in one location, completely removing hauling requirements out of the picture. Saving time and getting ships by just spending LH and cooperating together to get rare woods if needed. Clan can decide if they want these investments to be available to them only, to friends or to everyone who can build in this port. As a result. Clans who developed the port will be able to get ships with one click. Enemy clans who do not want to spend time developing ports can try to capture the port from the enemies (why build if you can cap). There will be a lot less time wasted on hauling and more fighting.
  15. We love how reduced turning skills became the magic button and actually increased complexity and tactical depth (allowing you to make choices when fighting Bots). We do feel that turning debuffs for lower level ships can go even lower. As even pro players could not rake NPCs consistently. (Now you can) Additionally we plan to add more defined roles AND adding elite NPCs with epic loot. + will address the wide horizontal shooting ark as it seems to be an annoying factor for many.
  16. вообще кажется что все корабли как то оч резво ускоряются разворачиваются и так далее. тактика называемая пиявочной некоторыми капитанами тоже должна быть уменьшена мы планируем до релиза провести тест с резким обрезанием ускорений и скоростей подъема парусов и разворота рей. Будет чуть медленнее но скиловей. туда сюда на корме станет сложнее но интереснее.
  17. Captains We started pushing new philosophy into NPC combat. Previous design: combat perfomance ok, sailing very good, no weak spots New design: Weak spots, bad sailing combined with strong shooting. Previous combat was more boring. NPCs did not have weak spots, could not even rake the NPC ship if his rank was high. You either outDPS the npc or they outDPSed you. Now it will be better, we started to reduce turning and sailing abilities that give the opportunity to avoid the NPC shots. If you can avoid the NPC shooting you can destroy it by raking. You can further increase enemy weak spots by applying chain to sails. (slowing them down even more) If you fight AI often - please report your findings and suggestions of further improvement the depth of combat against NPCs and their AI. Elite NPCs will also come soon into the game. Please report your impressions on new NPC combat.
  18. Dear captains Please provide feedback on Pandora. Combat, Performance, Visuals. Thank you very much in advance.
  19. Dear Captains who had the chance to try Rattvisan or fight against this ship Please provide feedback on the Rattvisan What do you like, what you do not like? We welcome your general comments on performance, combat visuals
  20. this could be a bug (maybe valve forgot to add it to all groups of keys). but this can only be investigated on monday. Hold on.
  21. Hotfix deployed April 5th Fixed battles bug in protected capital waters that opened them to other nations Tuned HP for many ships (almost all ships) most significant increases were applied to light ships so they are not so squishy against each other. Bot upgrades rebalanced (turning greatly reduced/penetration slightly increased) Navy Mast Bands are now 2x more expensive
  22. ага и прочие четвертые рейты должны быть в чем то лучше других четвертых рейтов пока мнение тех кто тестил - ретвизан отличный середняк - то что нужно чтобы выйти и прокатится на час + вы еще цену не знаете мы не думаем что будет засилье
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