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Everything posted by jodgi
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So, this happened: Doran poked me while I was doing other things: I've grown complacent about running stuff around afk, but who afk sails silver in those amounts?! We figured this was a keeper so Hussar and me went to make sure Doran got past possible revenge squads. I doubt the [GER] guys were out looking for Doran, though they gave a short santi-chase. We got the stuff safely into port. Please make a habit of this, guys, I've heard vulnerable traders are good for the game Next up: Doran starts to role-play...
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It's like that for me too.
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BP Lotto rules : Dev pls clarify
jodgi replied to Jeheil's topic in Patch Feedback and General discussions
jodgi, abused speed ship clicker. -
Your first day in Raker training:
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Help Crafting Bellona
jodgi replied to Samuel van Heerden's topic in Patch Feedback and General discussions
I have to recharge hours too, let's find a deal we're both happy with in two days unless someone closer to you helps you out. -
Help Crafting Bellona
jodgi replied to Samuel van Heerden's topic in Patch Feedback and General discussions
If the oranges don't step up I can help you. You'd have to make a trip to La Mona, but I can't be bothered with mats; Either cash payment at non-ecoscumbag prices or you could pay me in silver (ingots, coins or mid notes). -
There are several real-world physics reasons for the 3,5kn "rule". Rageboarding would become too prevalent if relative speed was the only thing, gameplay would become weird.
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Real Navigation for serious captains
jodgi replied to Enrique el Navegante's topic in Current Feature Improvement Suggestions
Stuff like this probably will come at some point, right now it's not on top of the priority list.- 5 replies
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- map
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A treatise on Naval Action: a complete guide - Mr. Doran
jodgi replied to Mr. Doran's topic in Guides - development forum
Wait for the new version. -
Just did a speed profile of a vanilla oak snake with longs in the speeds discussion.
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No, see, when I tag you I don't want to fight my way through chain lobbing bots before I get to fight you. If AI fleet is optional it is automatically mandatory. It is known.
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We used to have fleets. They ruined PVP. I wouldn't mind people running around with pets as long as they "disappear" in any and all forms of PVP.
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Politics makes my head hurt. Frenchie mad after I capped his trader: I just try to do my part in "making trading risky" and providing fun work for those who enjoy diplo. You're welcome!
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Automatic AI shipping of goods
jodgi replied to VonBarb's topic in Current Feature Improvement Suggestions
Don't take offense at my forum politics, sanson. I sometimes tease a bit but can take return fire without going full retard. I'm an easy target too because I feel strongly for certain parts of this game. I'm not out to kill the privateer role or gameplay. Pragmatically, though, I don't really see it happening at any significant level because of player psychology. I'm simply opposed to having time-sinks forced on every player in the name of something that almost never happens. Heck! I could even be wrong. When I'm wearing the crafter hat I'm avoiding risk like a champ. Several guys have tried, noone has ever gotten to my stuff. I've even afk sailed from Spanish region multiple times. Vulnerable traders are fine if you can find guys who are OK with losing stuff. -
They try to shut you out each patch, eh?
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Make instant battles more attractive
jodgi replied to mikawa's topic in Current Feature Improvement Suggestions
Yup, it will be a ghost town as long as there is loss. It prolly needs to be 0 gold and xp too or it might become too popular. -
Automatic AI shipping of goods
jodgi replied to VonBarb's topic in Current Feature Improvement Suggestions
First off, you won't be able to sustain your crafting with trader hunting very long. Traders only drop tiddlywinks of cargo. I hope you have some friends, or can make some friends, because without it crafting will be an increasing frustration. You don't have to join the big crafting chains, a handful of guys working together is enough. Then you can set up own production of the most important stuff and put up contracts for other things. I suspect we will be forced to sail with stuff in our hold to some extent. There is still a push for traders being at risk for capture. It's all make-believe because players will make sure to minimize the risk or simply move away from risk. Player trader captures happen but at a statistically insignificant rate. In practice it's just a time-tax chore with no impact on anything. It is, however, better now than it has ever been with easy TP and free port deliveries so use that to save time. I'd also love to have AI shipping to and from any port. There will be resistance to this by the "vulnerable trader" romantics. It would be like deliveries and not actual NPC ships in the OW due to technology limitations (at least now). -
Patch 9.8 - Damage model 5.0, Server merges, Bird is a word (19th may)
jodgi replied to admin's topic in Patch notes
Cool... smuggler toggle for traders. Dammit, delaine! -
Patch 9.8 - Damage model 5.0, Server merges, Bird is a word (19th may)
jodgi replied to admin's topic in Patch notes
aaaaaaaaaaand up! -
Public "API" for Naval Action
jodgi replied to raskolnikoff's topic in News Announcements & Important discussions
gj Dixit! Best "API" map yet. -
Ship crafting level vs BP drop chance
jodgi replied to Captain Ward's topic in Patch Feedback and General discussions
Relatively higher chance, yes. Still absolutely frustrating, tho. -
lel, good fun post. I'm jaded, even though this and future patches fixes this and that you can never truly fix the wide-reaching side effects of players' loss aversion. I know guys love their loss mechanic, but I'm not convinced the sum of effects end up as a positive value.
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- Denmark-Norway
- Aguadilla
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Patch 9.8 - Damage model 5.0, Server merges, Bird is a word (19th may)
jodgi replied to admin's topic in Patch notes
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Add 1 Crafting Note to pick speed/stiffness.
jodgi replied to Captain's topic in Current Feature Improvement Suggestions
This makes perfect sense on paper I also have no argument with the historical aspect. However, this and many other threads like it suggests that many players get frustrated with the countless "fail-clicks" in the RNG hunt for a good click. I've seen suggestions that ships get individual speed profiles; One ship get a speed bump at 100 deg where another gets a debuff at 45 but a bump at 150 deg... stuff like that. That could be cool, and would fix the issue with "fail-clicks" as far as speed is concerned. I'm not sure it's doable on a technical level. The server would have to create a speed profile for every crafted ship, or a buff/debuff layer for every crafted ship, this sounds WAY more complicated that one speed profile per ship type with "uniform" multipliers. If it can be done then great but I'm not expecting something like this. The way things are now there is such a thing as a perfect build (or two) for each ship type and we're here to cast our vote that we don't think it's fun that we're kept away from perfect builds by a mechanic of chance. I understand the intention but it's frustrating, no fun and therefore not worth it in my opinion. Allow me to repeat myself; It keeps the best ships off the open marked and away from players that don't craft themselves. The intention was to make some ships special and more expensive. Such ships are so special they are never sold openly. This game is already perfectly suitable for competitive play, that's why I'm here: Skill based and competitive gameplay. Special ships not on the marked at any price is a problem for competitive play available to anyone. -
Add 1 Crafting Note to pick speed/stiffness.
jodgi replied to Captain's topic in Current Feature Improvement Suggestions
Are you a competitive player, AK? Also, Quin. You positive about 3.6%?