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Everything posted by Christendom
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More places like Kidd's Island...
Christendom replied to Njord's topic in Current Feature Improvement Suggestions
Remove pirates as a starter nation and implement them as a hardcore one that works out of "secret" coves and stuff. -
Alt abuse gaining control of port
Christendom replied to Grundgemunkey's topic in Tribunal - Трибунал
Was before my time there. If that was indeed how they got those ports then they should have been returned to the owners of that nation. Same story when Raxius took Little River off the US. North eventually made Raxius give LR back to the Americans. Will you do the same? It's curious you're ok with using the same tactics as them though. After all your preaching about Russia's dirty tactics just a couple months ago, you seem to be no better than them. Sad. -
Alt abuse gaining control of port
Christendom replied to Grundgemunkey's topic in Tribunal - Трибунал
Some shady shit going on. Surprised rediii is allowing it to go on within his clan. Maybe not too surprised if he’s helping the dodger in chief KoC take North Inlet today. You are the company you keep right? Anyway, alts just seem to ruin every aspect of this game. Wish they’d do something about them. -
Pirate/Clan Personalized Flags
Christendom replied to Galt's topic in Current Feature Improvement Suggestions
PLEASE -
Stop sucking...
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Because you make stupid comments like .... Just about every nation hates you dude. You just constantly spew hatred from your mouth. Very unchristian like if you ask me. Just because you guys now feel like saying GL HF before battles doesn't erase months of history and BM from your crew. The one week you were chat banned was probably my most pleasant week on Naval Action ever. But yea you can't really blame an older guy for wanting to peace out of a fight where you bring OP hercules with poods at 3am on a monday morning. But you just can't help yourself from talking shit. Just another example of what we call Kingyisms. Grow up man.
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Naval Lobby Event
Christendom replied to Corona Lisa's topic in Current Feature Improvement Suggestions
But we've already had a taste of what PVP events do to the OW. Back before our exile to the phantom zone (global) we had the PVP event circles that were like 2/3x a day. People only logged on for those and then logged off. After a while they even stopped bothering. -
Naval Lobby Event
Christendom replied to Corona Lisa's topic in Current Feature Improvement Suggestions
the tutorial made me realize how nice it was to click a button and instantly be put into a ship and out there fighting something, even if it was AI. It was new content that gave new stuff and it seems that even despite the difficulty to some, it's been a universal success. I'm not sure this would have the same effect. As much as I dislike the patrol zones, people at least need to use reps and build new ships/store bought stuff and thus creating some sort of economic stimulus if you will. Give people an event where people just log on once or twice a day for an hour to PVP and it will soon turn into the ONLY time they log on. They won't need to craft or haul repairs.....just log on, click and collect marks....then back off to PUBG. Even back when we had the PVP event twice a day it seemed people only bothered to log on for it then too. If this game had 2500 players on, sure I could see this actually being helpful. But we don't and while we've had an uptick this weekend and even cracked the 600 mark on saturday.....we still need as many captains out there sailing on the water as possible. We keep trying to come up with ideas on how to stimulate PVP on a server that was designed for more people than we currently have. It's like we're trying to stare into a almost empty glass and think of ways to make it satisfy our thirst...when really need more water. We need more people in this game. Period. More people playing will magically fix our PVP problem. One big takeaway from the tutorial is that people are desperate for new content. I'd love to see the final exam turned into a weekly quest/mission or something that yields rewards. -
Why are we restricted to 25v25? Can unity 5 not handle more?
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While I still maintain that we have bigger fish to fry....I kinda dig this idea. Albion has similar system using gold and silver. I like the idea that these gankers won’t be getting their magical marks auto put into their wallets anymore and that getting home now needs to be part of the plan. I can foresee is creating gank fleet issues, but we already suffer from them anyway.
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Gotta give the shallows some love on here Anti Hostility @ Harbor Island - GF Brits. We left one alive to tell the tale.
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We had a very similar experience with Capt Hardy and GA. I feel ya man
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Patch 23: Updated Tutorial, Special ship and new UI teaser.
Christendom replied to admin's topic in Patch notes
I wish the final exam of this tutorial was turned into a like a daily or weekly quest. Get some money/XP/decent ship/randomized mod or even a paint or 2 out of it. Make them as challenging or if not more. I really enjoyed the fact that I was able to click a button and instantly be put in a ship and go fight something for an hour. I liked listening to people on TS and nation chat give others advice on how to win theirs. I liked that it gave everyone in the community something to do and share ideas about. Stuff like this is what this game needs more of. Patrol zones, marks, ROE fixes, removing ship names.....these are all attempted fixes to patch up a game with gaping holes in it....holes that can only really be filled by more content. The tutorial is content and it seems like everyone drank it up. -
I fail to see how this was intentionally planned, especially now that missions cannot be cancelled and retaken. Seems unlikely. Looks like dear Aster is not only suggesting that the entire ARMED clan exploited despite the fact that they can no longer cancel missions.....but he also threw in another accusation against the US. How many false accusations can a guy make without ramifications @admin? I mean it's not like ARMED towed into port and then tagged a swede alt to change ships in battle or anything right...
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I logged into an alt yesterday that needed the XP and breezed through the exams and the final. For the final I just played the angle, kite and focus 1 side game until one was gone. Then I disengaged, repaired and set upon the 2nd one. I had to repair another time during that one and hate to kite away from a bit. Was a little annoying, but not overly difficult. Actually the most annoying bit was finding out I couldn't trade the new ship to my main account and now I have to go through it again.... I am however not a new player and I don't think the tutorials were enough prep to adequately teach a new player the ropes to pass the endurance test and the final exam. I also think the notion of only allow players who pass the final able to join clans absurdly stupid and completely counter productive in a game that desperately NEEDS new players. I would make the following additions to the tutorials if this were my shop. Tutorials - - the current 4 are fine - add an additional one that teaches players to evade fire and sail off and repair - add another one that teaches them basic OW navigation. Undock, use map, use protractor, set a course sail and dock back up. Pass the set of tutorials and that person can now join a clan and is an ensign or whatever Exams - - Rename the endurance one and change to to just 1 enemy. Call it like "sink and Destroy" - Remove the final exam portion and replace it with the endurance one. - Call the entire thing like "leftenant's exam. Player passes and he is then given the rank just under master and commander Final Exam - Rename this to be like Advanced Post Captain exam or something like that. Have this be a separate thing and an in game achievement or title. Kinda like in world of warcraft where if you wanted to join a certain group you would link an achievement to show you're not a moron. I'd like the current final exam to be some sort of feather in your cap to separate @admin's men from the boys without excluding too many people and actually retaining players. Just a few thoughts.
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I don't really get the safe zones hate. The only reason players are currently trying to hunt in them is because the game population is so small that capitals are the only place to find players these days. They're aren't really out there trading because it's not all that lucrative. They're aren't out there hauling around shipbuilding supplies because the game allows players to do just about everything in the zones. They aren't crafting out of player owned ports because they cost so much these days and not many of them are worth setting up shop in. We keep trying to adjust the game to work for the current situation in game, a VERY small player base....rather than tackling the reasons why we have such a small player base to begin. So the solution is simple: Get more players back into the game - more casual level content. stuff that doesn't require 3 hours to do. Missions. Randomized events. Player created escort runs. - more variety - more involved and detailed crafting and economy (aka something I can't do with just 1 alt) Incentivize those players to leave the capital areas - promote crafting outside of the capitals through taxes, increased chances of getting purp/gold ships....or dare I say CRAFTING REGIONS? - enhance the safe zones around the capitals. 1 ring protects everyone and another protects only traders (or something like that) - increase pay out of missions taken outside of capitals - increase trading pay output - Remove PVP marks as a currency. Fix these 2 things and PVP will magically fix itself.
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Except that this game forces you to either sink those traders and take a fraction of what they carry for PVP marks OR keep them and get nothing but the loot. An asinine decision to have to make honestly. You NEED pvp marks to get certain ships, books and upgrades. But you also want to make privateering feel satisfying. Just one of the reasons I absolutely cannot stand the PVP mark system. I hate having to sink perfectly good ships for marks and/or to split them with a group. The reward should always be the prize itself.
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How to get people to leave the capitals - - 1 crafting in player owned ports produces purple / gold ships. Ships produced in capital regions should be blue and ONLY 3/5 2 labor hour reductions built into the ports 3 regional trims. This was the biggest success of the fine woods patch I think. 4 lower the cost of the shipyard levels so people can have multiples in various ports. In particular lower the amount of stone and fittings. 5 incentivize leaving safe zones by placing missions outside them. Missions taken in player owned ports net more cash AND better rewards. 6 increase the production/consumption of various player owned ports to promote trading. Quite frankly trading needs to be buffed and mission gold reduced to increase that style of play 7 Player owned ports need to matter again.
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@admin I'm all for treasure fleets, if they're NPC controlled or generated. Players currently have the ability to create "treasure" fleets in game right now. Player X can slap some copper ingots, notes or various marks in the hold of a couple indiaman and sail around announcing it on global....."come sink me". I've seen it done a handful of times and not recently. I used to do it in a speed built reno full of paints and I remember @Pagan Pete would do the same in his privateers. There were not many takers and it got boring. Players/people are inherently greedy and creating a treasure fleet on their own and sailing around with stuff worth capturing just isn't gonna happen. Not organically. Now if you created a random event or a bread crumbs trail to events that dropped these new coins and such, spam the game "Britain has spawned a treasure fleet outside XXX" and everyone and their brother has to go out there and snag it, pull in suped up AI ships and contest players......that would be something entertaining. Another idea is a set of fleet spawns at certain points of the map. An NPC fleet is generated a couple times a day in a number of spots and people can go out there and camp beforehand for them and fight over the right to loot. World of Warcraft and most open world MMOs have something similar. Fill these things up with gold doubloons or something. As for player created content. If you wanted to create a stream of traffic for these new items, you would have to limit what ports can have these new mints at buildings. This would ensure a steady stream of hopefully player sailed trade ships to KPR, CTown or whatever. Only capital area buildings can host mints. And to help solve the alt problem make them tradable in free towns or something. Another thought would be to put mints in random ports around the map and force nations to conquer them and import export all their gold coins to convert or smelt them. Change the mint ports up every couple of weeks to reduce the monopoly and keep RVR interesting.
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+1 for the graphics and overall design of the tutorials
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Not really sure that was back seating...it was a valid question I think in regards to the priority of development. I mean it's stuff no one has requested vs stuff everyone seems to be requesting. An issue most of us are very interested in.
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Gunnery Tutorial - I found the super fast reload to during the demasting portion to be doing more harm than good. The firing "line" if you will would constantly change back to the previous cannon's path and I couldn't actually keep up with adjusting for each cannon with the mouse with how quickly they reloaded. I finally just gave up and demasted with the very first sector and waited until i had 8/8 cannons reloaded. I could see this being very confusing for new players. Maybe lower the reload speed? Also there are a couple of lag points between doing the task and getting credit for completing that are just long enough to make you wonder if you did it right. Maybe optimizing those a tiny bit. Might of been my connection though.
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The Newbro Problem
Christendom replied to Slim McSauce's topic in Patch Feedback and General discussions
Obviously how you “old timers” ground up and leveled doesntly really matter now does it? Those 1500-2000 people in every night....where did they go? Why didn’t they stick around? Several posters in this thread are barely even active. Haven’t seen some of you on in months. Why haven’t you been more active? Because the status quo with this game is boring. It doesn’t keep people engaged like it once did. Maybe it never did honestly. Unless you full time RVR there isn’t much to do. Missions are all the same. Solo PvP is not a quick affaire So really, just because you guys had a certain leveling experience it doesn’t mean we should repeat it for others/new players. Player retention has been a terrible. Clearly the old way doesn’t work. If it did most of you would be active players (you aren’t) and we wouldn’t be barely cracking 500 players during the evenings. -
The Newbro Problem
Christendom replied to Slim McSauce's topic in Patch Feedback and General discussions
New players were protected. The problem is it was too little too late. By the time safe zones rolled out the majority of this games copies had been sold. Steam reviews are abysmal for the most part. New players aren't picking this game up really. Returning players sticking around is a problem because they've already experienced the highest level of content this game has to offer 10x over. So really what needs to be done.... Fix the new player experience - grinding, leveling, UI, tutorial etc Fix the player retention through the addition of casual content. More missions, mission variety, better and more complex economy and crafting and built in game mechanics that force players out of the safe zone. Address both of those things and once the game is released (if) hopefully new players will pick up the game and stick around....and old players will comeback and have new things to keep them engaged. With more players on the water all our PVP ailments will be magically fixed. -
The Newbro Problem
Christendom replied to Slim McSauce's topic in Patch Feedback and General discussions
While writing the above something came to mind. I remember an old civics teacher of mine a long time ago said something that has stuck with me even to this day and has kinda shaped my adult view on the world. A government's role is to protect the minority from the majority. The majority will always take care of itself. I view the role of the development team in a similar light. They're job is to make this game playable and enjoyable to the new player and protect him from us old salty dogs. The minority vs the majority. The role of the developers is to make sure that new player makes it from the checkout screen and into the sandbox safely so he can go play with the other kids. New player zones and capital areas should not be sandboxes. The map is big enough to accommodate both styles of play.