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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. Same in any multiplayer combat game i know of, on the air, in space, on land, in water, and on parallel universes, even with equal numbers at start, local superiority of numbers might crumble the overall plan, except when it doesn't and one guy kills four and turn the tables, same as it happens in NA. Do we even play combat games ? I mean, you will always bring local superiority in quality or numbers, be it a 'toonish moba or a full fledge milsim. Overcome loss feeling. It is a game. Someone will lose a combat.
  2. 100% agree that GameLabs should stick to their own vision and should consult community only for very specific issues not entire game designs
  3. Chinese box/room game ? Are we playing it ? Sounds great
  4. Encyclopedias can add up to 13 knowledge slots in one fully unlocked ship.
  5. One thing is the model issues, like what we all have been reporting. Rating, crew on deck, ribs, speeds, modules, etc. Granted, may be a balancer. Another entire different is them being cannot trade / cannot be captured. And this is NO problem at all.
  6. I get the same since Sea Trials. Best age of sail combat. OW tries to give a purpose to the combat in the grand scheme of things. PvP, not PvE, give the Caribbean a sense of danger, daring and heroic deeds.
  7. Sorry, you do not understand what disfunctional design mean... at all, reading your example.
  8. Absolutely ! Functional and Disfunctional design are interesting fields also in game design. And many disfunctional options are... on purpose
  9. I know. Their choice. As an analogy, I am at the harsh "newcomer" level in Tarkov. I should quit. It is fairly hard and doesn't hold hands. I die all the time before escaping even winning firefight. No rewards for no escape. Learning curve is fairly steep and the environment merciless. Ganks of groups are unannounced. I reset my account and back to baby steps following the advice of the vets. I could whine to the devs to make it easier though... - best advice from one of the team > find a group. learn while playing. form bonds. do not expect the game to do it for you. hardcore means hardcore. it is a multiplayer game. get social. use the forum, discord, whatever, but do not wait for a hand to come pick you up.
  10. OMG Wind, seriously ? Get real man. Simulators survive for decades with more daily pop that your average steam game. Maybe because they are designed different and to a specific customer base. FSX, IL-2, Rise of Flight, Falcon, DCS, ... oh my oh my... just the amount of cash devoted to FSX alone, by developers of all the airports, virtual airlines, ATC modules, and hardware leaves a Fallout4 Bethesda on the flat.
  11. A lot for many. See, this is the great thing about exchange of opinions, I see you aspire to a more complex simulation of the age of sail. I know others aspire to a more complex combat simulation without a care for the OW stuff. We are all here, hoping that our own "what works for me" comes to play.
  12. This is true. The group play has to be the starting point, with solo being the "hard" choice. If i'm not mistaken some development at welcome/tutorial level are focused on this. Have to find the devs post on this...
  13. Yep, combatnews is bugged. No pvp happens anywhere. Oh... wait... maybe it does happen 😮 just maybe not when we want it 😮 "I love PvP when I want to PvP not when you want to PvP" ? I think this might be more true than not for many of us 🤔
  14. Fair and honest Not necessarily true for everyone.
  15. Oh my... DesMoines... - click sail, click attack, have fun. That's blablablabla enough for you master Jedi ? or too complex ?
  16. Okay, "we" want Operational level working - meaning the road to PvP to be paved with decision making, logistics and choices. Better learning ? Don't understand exactly. Better beginner curve is not hard, but combat is the same for all. Though more information is needed at start. Please feedback on the Tutorial feedback threads Combat can be complex. As an example and small sample, 6 players did complete the tutorial Final Exam in 6 different ways. Meaning it is not a puzzle to break with 1 solution. There's a lot of factors that do not see a common support by the community though, one of them being "more PvE needed". I keep my own view in the open - less mmo, more simulator/wargame.
  17. If a huge fleet of DLC ships screens a PB fleet is it considered RvR ? If squadrons of DLC ships raids traders transporting resources to build PB ship, is it considered RvR ?
  18. I reckon we make it more complicated than it is due to our own wishful thinking. - Grab ship, sail out, fight. Player is a "navy" on its own. Player and his clan are a "nation" on its own. Cannot get more simple than that. We want it more complex or more simple ? We want more PvE or more PvP ? We, the people.
  19. Yes, as I posted in the feedback thread , but that's not the OP subject ( being the subject the acquirable outside of DLC method )
  20. I'm a cold bastard. Meaning it has nothing to do with what I like or not. When comparisons arise we must look to all sides of the sphere, not only what we like, personally. The mirror works fine.
  21. Only restriction is on the timelines used for the online wars. Models from 1943 cannot be used in 1941-1942 scenarios
  22. NA is a one time purchase. Not a free to play game. The DLCs are purchasable items that can be used in game, say similar to items that can be purchased in other games. Example - safe Containers in Tarkov - Collector planes in IL-2 - ships in Star Citizen - class specializations / skills in Guild Wars, etc. All of these are not free to play MMOs. But still they have plenty of DLC content for the aficionados. Does it make it more clear as a comparison ? It is items one CANNOT get in the game by any other means.
  23. NA is not a free mmo. Is a pay once, access everything. DLCs are Collector's DLC ( similar to Expansions for paid MMOs - elite, guild wars, etc )
  24. Yeah, I guess different games for different minds. Glad we have choices. Though "ease the boredom" is not a selling factor on my book. Give me NA anyday, sail, spot horizon, attack, fight, sink. Get another ship, go out again. We make it more complicated than it really is
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