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BuckleUpBones last won the day on May 30 2022
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>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
BuckleUpBones replied to Nick Thomadis's topic in General Discussions
What I see is something called ‘the final straw’. A player who has played a thousand hours and then leaves a negative review, is not doing it because of recent updates, or just one thing, or paid MP or version wipe, they’re doing it because they are overall frustrated, and they have reached their final straw. Any post that starts with “I love the game but…”, is frustration. I think Devs could pick through posts and reviews, see what could be fix, improved, and work on those for awhile. E.g. loading times seems to be a common complain, late campaign designer tool lag, etc. There's probably a reasonable list, little things too.- 242 replies
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Crew Interactions
BuckleUpBones replied to BuckleUpBones's topic in Sea Legends Discussions and Feedback
Fair enough. Still some communication with the senior officers on deck might have been nice. Probably better to wait until after we've played alittle. -
Hello again. In Soulmask you can assign your tribesmen to do tasks. You can assign any task to any tribesmen. Tribesmen have rest, eating, drinking, casualties, etc. You interact with them directly. It is without doubt the best NPC assignment system in gaming. Real as real goes. Try it for yourself. If this was in Sea Legends, it would be the best crew management scheme of any sailing sims. It's just how to you assign tasks is why it makes it so good. I can imagine walking the decks and assigning crew to different tasks here and there. Hopefully crew interactions isn’t going to be an ‘overall open panel’ type, so boring, but maybe instead, Captain's directly interacting with crew would be very cool. It would be worth it.
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>>> v1.06-1.08+ Feedback<<<(17/8/2022)
BuckleUpBones replied to Nick Thomadis's topic in General Discussions
I'm getting figures upwards of 5.5% 1910 BB increases in armor weights. See on my previous post Schwaben design, it's has gone from 32000 tons to 33761 tons. Which means I or we have to reduce armor for successful designs, that then means all AI armor will reduce too. I guess that all ships have become weaker because of this, they are now more vulnerable. So with reduced armor the game is changing to a shoot-'em-up meta? Is it becoming more arcady? -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
BuckleUpBones replied to Nick Thomadis's topic in General Discussions
Custom Battles Invalid Design Bug. This one gets pretty nasty if you have a lot of designs per year. You have to go through all of your designs to find those invalid ones but even then if they're all good custom battles won't launch. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
BuckleUpBones replied to Nick Thomadis's topic in General Discussions
Secondaries Trigger Jammed Bug. It's all in the video. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
BuckleUpBones replied to Nick Thomadis's topic in General Discussions
Secondaries jamming. I don't think this is the classic target lock bug but something new. Secondaries won't firer against the DD but straightaway firer on the CL. Take note at 0.31, 5.9" guns are still loading but stop at the trigger point and note all the penalties targeting the DD. Campaign game. -
@o Barão If the pitfalls of modding exists now, wouldn’t it be better to fix them now, as they crop up, to avoid the risk of them getting too hard to fix later. You’re proposing a path to go down that no one will be able to come back from. E.g. Naval Action, you used to be able to assemble components of ships to build the final product. Sad sad day when that was removed, NA can never bring it back. No, speak now or forever hold your peace.
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This game is perfectly suited for modding. As with other games who allow extensive modding. Developers should bite the f💪n bullet and get in and do the hard yards, like everyone else. Btw, what is professionalism? you could say it's sacrifice, sacrifice for the player needs. Posts are popping up all over the place, a lot of people edit the save file. That should be telling the developers 2 things, 1) people want to play the campaign differently to what’s intended. 2) developers are underestimating how many players actually edit the save files. Satisfy the need, sacrifice yours. Come-on Game Labs.
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I believe that is the excuse Game Labs prefer. But every game I've played with modding in EA has just been fine, where is the warrant then? Given Game Labs track record, if they say they are going to do something, they will, and do, and never look back. Referencing Naval Action. If developers don't reverse soon, I'm afraid modding is gone for good. And along with that steam workshop, file sharing and a shit load of customers who just have to lump it.
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This is purely from the developers end because no one has complain about being able to mod. And yes, not unexpected because developers have indicated such direction before but people were hoping they wouldn't. Frankly, I do not understand why developers want to cut modding from this market, it makes no sense at all. Who cares if owners of this game mod? Yes, it is criticism.
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I know of that what you know. Including the fact that the battle generator decides the battles and there makeup. Decides the chance of encounter over open ocean (sea area) at the end of every month. Decides the number of ships in those encounters, including reduced numbers, and not by taskforce groupings. Taskforce groupings wouldn't have any function.