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LIONOFWALES

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LIONOFWALES last won the day on August 12 2019

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    USA
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    Camping, Fishing, Hunting, Shooting and Wargaming

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  1. Hmmm, in smaller ships the seasoned woods will offer little advantage... from what I see... far more advantage coming from building the line ships out of these Seasoned woods as it stands. I personally think this is a good thing... makes sense. I cant wait to see more information come down the pipe when the players that can afford these seasoned woods post more information about how they work and the advantages of the woods themselves. Back in Beta I did all the crafting and wood growing, ship building... I understand how the system works. However... I logged on recently after a long break and found new woods and Seasoned wood types. I need to learn up all over again. Can't wait. Sail safe and sail well Captains.
  2. Yes please add and make her craftable in game.
  3. Hi... could we get a post with images of the DLC ships coming? Thanks.

  4. Any images of the ships listed available... I am especially interested in seeing the image for the Combat Indiaman... Rotterdam. Thanks from a very excited Captain.
  5. I am especially excited about this ship.
  6. I like your logic here I like creative thought, its good to see... I also would suggest making all 4th, 3rd, and any subsequent larger DLCs to have a one week cool down if this cant be applied.... then there is at least a little risk at taking out the DLC. Line ships are for large scale maritime warfare. AKA... Port Battles, in my opinion... let me explain.... As it is in game... frigates are very sustainable to build... save the seasoned woods of course.... However as soon as we step into the 4th rates... 3rd, 2nd.... and of course... 1rst rates... it becomes more difficult to replace such ships. Clans have the least difficulty replacing a handful of line ships. I believe that the line ship is a clan ship... at least that's my opinion. I have played the game since before launch and have around 2000 hours in game. I have a good base of knowledge regarding all the ins and outs of manufacturing ships in game, as many of us do now. But as a solo player, if I was worried about running line ships.... I wouldn't be solo... I would join a clan for the sustainability, to replace the line ship of course. I think the point I am trying to push is just the fact that I will run ships that I can replace... so DLC is good for me... however... another point. I also believe that it would be ok to give 4th and 3rd rate ship DLC an extended cool down. Or even just change DLC cooldown so it starts after you lose the ship. I am a solo player and would be ok with this, why I would be ok with a long cool down. I also should point out that I believe the devs of this game want to make a design that would encourage players to purchase a DLC for some reason or other. The question is... how to incorporate the DLC so as not to have too great an impact on in game economy, and still provide a use for them. Don't get me wrong... I love my DLC ships... all of them. Because they are easy to replace. However I think the 4th rate and the 3rd rate should have at least an extended cooldown in line with the required labor and materials to produce such a ship in game. I think this would help reduce the impact of DLC being overused. Its not a fix all. But could get DLC steered in the right direction. I don't think this would hurt sales at all... and would make DLC a little more accepted in game. If anyone else has ideas that could incorporate DLC better in game please list your ideas... the devs are always looking for ideas... they may or may not use them... but once in a while something good comes up and ends up in game. Sail safe and sail well Captains. Salute!
  7. If the game were to be made easier for newer players... I would suggest making a safe zone on the PVP server only around a specific free port... would need to be shallow water and a very limited area... could supply missions that would eventually coax a player into the real world of Naval Action IE open world trade. This way a newer player could enjoy learning the game at their pace without danger of attack. Let me say again … a small starting zone... for a safe zone, and a free port for all beginners to start from.
  8. This game is not too difficult for beginners, no more difficult than similar games online such as Eve or No Mans Sky... not to mention a few others. All games in this criteria have a steep learning curve. These games have this learning curve because they are detailed, layered and deep... this game is complex and is therefore difficult for newer players... if we stray from this complexity of combat the game will become like any other inaccurate sailing game online. Remember folks... this game was not intended to be easy to play or learn, those that take the many hours to unlock the secrets of the game will do well, stick with it and level up slowly... play for an hour or so... or half an hour... focus on one... and only one specific ship design... master it before switching to a different one. Play solo if you need to... and learn the art of survival as I have. You will learn so much more from the game. There is more than upgrades and skills here, and many will be blind to the secrets of the game until they strike out on their own solo. This is advice coming from a weathered solo player... think unconventionally and you will discover unconventional secrets... and prepare yourself... you will lose your ships... always plan... always plot... always have an escape. Sail safe and sail well.
  9. Aggressive NPCs will make you sweat a little while doing deliveries aye?
  10. Hmmmm… maybe if the ship is required to stay in open world for 2 whole minutes regardless of internet connection this would change... maybe a type of lag could be introduced that forces the ship to stay in open world for 2 minutes if connection is lost... Interesting story... I feel this requires investigation, may be a loop hole that got overlooked in the initial chaos of development and game designing...
  11. yes.. this would make Capitol hunting more doable and not just a suicide attempt. Also in my simple opinion... I think that if players are to join they should appear behind and not in front of the hunted player.
  12. I have advocated this before and will again... I even play as a pirate on the PVE server once in a while... but I feel that PIRATE should be a branding... not really a nation.
  13. I agree with this entirely and most of your post... its good logic I think... Trade missions should be centered around delivering useful goods to ports that lack them... or at least have a lesser amount of said good available... the goods should be picked up by a player and delivered to the said port to gain the reward(s) affiliated with said delivery mission. A reward in reals would be enough and value of the reward would be calculated according to distance of the delivery and time on the open map. I still think that passenger missions should remain though... as they are... for newer players or just players wanting to make a little extra Reals in small ships. As you are literally just moving an individual to another location... he could be a dignitary or just a farmer... these missions don't have a big impact in game as of now... but could give newer players the reals needed to buy a slightly better ship without staying in the basic cutter too long. They will even be able to buy some repairs... or cannons after doing a couple of these passenger missions, as they are. 300/1 real for dabloon is too high though... most players buy them to resell at 80-110 reals...
  14. Yep... that's the idea I think... glad to se another with an adventurous attitude like this...
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