Liq
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Everything posted by Liq
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That would probably be due to the testbed server being updated. Edit: Downloadable update of 5.3mb. Hmmm
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Forthcoming changes in the next testbed patch
Liq replied to admin's topic in News Announcements & Important discussions
Not if done properly :o) -
True Maybe keeping the GPS for the first few ranks (until 250 crew or something) could do the balance here.
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Maybe some sort of cooldown (how long though?) where you can request to get a rough location-idea in the way of a circle on the map. Being able to check your coords 24/7 doesn't seem right.
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Forthcoming changes in the next testbed patch
Liq replied to admin's topic in News Announcements & Important discussions
I think the main purpose of the testbed is to test the new mechanics / reworks, such as structure, and finding bugs/glitches and report those. having to start over again with a basic cutter won't help. Also, testing an economy (100% player driven economy) with a peak of 50 players on the testebd won't work.-
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It says what bonus they give when you hover over them with the mouse. Elephant Bowfigure adds 15% HP. Seems kinda strong. Too strong maybe.
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A few days ago I had an arranged battle with a pyrate comrade. His Trincomalee versus my Santa Cecilia. We agreed on no demasting because we wanted to see how the result would look like when exchaning broadsides, and I wouldn't have had any chance versus both 32pdr carronades and 18pdr Longs if he went for demasting. The battle was quite interesting, I could take advantage of the Trincomalee's extreme heel quite a few times and forced him to overshoot. However, we noticed something extremely weird: My Cecilia was, for some reason, able to keep up running with the trinc quite well. Not only did I keep up with him, I was even catching him. I am aware of the fact that the cecila has an excellent sailing profile, also upwind, but I was down to 63% sails, and still managed to do 7 knots upwind. Additionally, I didn't have any special upwind mods. My cecila's Build is the following: Have a look at the battle yourself. Both of us found it pretty strange.
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I think the idea is to have clans (or just certain player groups) being responsible to "hold" areas. The people that are around in the area are supposed to defend an attack, and not hunters that are across the ocean. However this concept will only work with a healthy playerbase. I'm looking forward to (most) of those changes, we are still testing, don't forget. Our point-of-view on things might change drastically *IF* we get to see a somewhat full server again and things get busy.
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Maybe that only applies for sinking ships that surrendered. You actively boarded and captured it (and therefore chose the prize to be the ship), so that's why it might not count.
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Ok just to double check if I understood correclty: If somoene surrendered, you can still sink him (after having checked his cargo hold) to obtain pvp marks? Rather than getting his ship as reward.
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Sorry, maybe I wasn't clear enough. I was thinking of the scenario where the enemy SURRENDERS, not where I capture him. There is nothing one can do about the enemy surrendering, is there? Can't sink someone that already surrendered (or can you?)
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Of course if it's a L'ocean, I would want to capture it. In that case I'm sure the majority of players would weigh the actual ship to be a better reward than pvp marks. What I'm talking about is small frigate fights. Say, Surprise VS Frigate. If I wouldnt want to have his ship, just get pvp marks, but he denies that by surrendering, that would drive me away from actually wanting to pvp.
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I like the approach of considering the ship to be the reward. but here comes my concern: Surrendering to deny pvp marks will be a big problem. Some people are happy with the hunting ship they have and don't want other ships. Therefore surrendering denies them any rewards. There should be some way of "converting" a ship in the battle result screen into pvp marks (send to admiralty and they reward you for your hard work or whatever).
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Problem with the trader tool is you can only look up a certain ressource, and not actually look up a port and see what it produces. navalactioncraft.com/map lets you do that
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Can find what port produces which ressources here, unless it got changed http://www.navalactioncraft.com/map
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OK yeah, surgeon operating while in combat does make sense. had a brainfart there. lol A few other questions: Are planning to remove the ability to teleport between outposts for the live server? We can still teleport between them on the testebd. Is it still considered as necessary to remove Global chat for the live server? With the removal of PvP event zones, are you planning to add something different that encourages players to PvP? Right now, if you want to capture a ship on the testbed in any battle, a perk called fleet control is needed. If you don't have that perk, you can't take the ship out of battle. Working as intended? How can Paint-schemes now be obtained?
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Regarding Surgeon: One time use in battle boosted my trincomalee from 250 to 275, that's a +10% crew boost per use you can do every 10 minutes. Will surely prevent small solo frigates capturing Ships of the Line. However I think Surgeon should only be able to use when not being engaged / in combat mode, so when you're not exchanging fire. (Can't imagine a surgeon in real life doing his job while cannonballs are passing to his head left and right)
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You can manage cargo hold in battle
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With the upcoming removal of any possibilites to communicate with anyone that does not belong to your nation (Battle chat with enemies, PMs with them as well as Global Chat are going to be removed), we set up an "emergency solution", a discord Server for Naval Action. No moderators/devs will be able to shut you down there, but of course we do have some rules aswell. Join if you want to have a nice chat now and then https://discord.gg/FZAQshB (Note: Was not my idea nor did I set it up, just felt like sharing it so more people know about it) For now this is also not meant to be for the global server only, just a generic naval action discord. Can create seperate channels for the two servers in the future.
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POLL. Removal of Global Chat
Liq replied to Koltes's topic in Patch Feedback and General discussions
I'm sorry but I'm in general not a supporter of your way to approach this problem - Compare it to something similar: Car accidents. They happen, they suck, noone wants one to happen to anyone but they're the result of our comfort. They're inevitable. Your way of approaching would now suggest banning all traffic, all comfort, so we wouldn't have to see those horrific things. While another approach would be to take counter measurements to 1) keep our comfort to be able to cross large distances through car/busses and 2) to punish idiots that feel like the need of speeding in the cost of other's innocent's lives (and that way scare off 'future' speeders, by showing them the consequences). However if you cannot stand shit nonsense steam reviews that claim the moderators/devs to be "facists" only because they got chatbanned due to heavy insulting, I fear there is no way around. -
POLL. Removal of Global Chat
Liq replied to Koltes's topic in Patch Feedback and General discussions
That would require having mods actually being present in game and in chat to deal with it Some sort of active disincentive. But as far as I know, that won't happen either because the fear of negative steam reviews of people getting chatbanned, then claiming the dev-team to be "facists" in their reviews -
Forthcoming changes in the next testbed patch
Liq replied to admin's topic in News Announcements & Important discussions
Oh sorry, took it as what was coming additionally to the whole "no more teleports" topic -
Forthcoming changes in the next testbed patch
Liq replied to admin's topic in News Announcements & Important discussions
So teleport to port after battle is removed, when you "survived"? back to kicking players back to open world to meet reinforcements as it used to be?-
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I'm not sure but the only logical thing I can think of is someone initiated a mission in kidds, entered it, and for some reason failed. (Pirate's mission consist of 'neutrals', ships with white flags), so the neutral NPCS generated hostility by sinking pirate ships in that mission. may be totally wrong though.
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- pirate
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Current Ships in Development Update?
Liq replied to Fluffy Fishy's topic in Patch Feedback and General discussions
Premium = non-regular content that will have to be bought as a dlc?