Jump to content
Naval Games Community

Hethwill, the Red Duke

Members
  • Posts

    13,664
  • Joined

  • Last visited

  • Days Won

    87

Everything posted by Hethwill, the Red Duke

  1. NA... Skull & Bones... Same as comparing proper shturmovik sim with manurewonder f2p plane game.
  2. Quoting a veteran from another game " Survival means not dying, which includes avoiding incoming fire at all costs. Force protection as defense is my last option when all else seems impossible. Yesterday, I avoided death twice by evading my assailants. I "won" because I survived. When it becomes a real fight, and I win, my victory is righteous." This line sums up all the skills necessary in a "no protection" enabled sandbox game. It is not automatically granted to the player, but has to be developed by the player itself. It applies to NA from the individual solo play up to the nation "politics". Only difference is scale. In a multiplayer game based in combat where trade must fuel war, directly or indirectly, and war fuels trade, the rewards must be equivalent to the risk taken. Giving everything any player needs at any given time can seem to be a way to promote more combat, but even with 90% of the server having full docks there's little to show and the vice remains the same. The easier it gets the easier we want. Get to their zones. No point in Conquest.
  3. It has been verified and reproduced with the help of @Vile Executioner but was also affecting other captain from the same nation. @Ink informed it is being checked following all the info we could give. F11 all of them so the more data of the bug the better.
  4. Trade goods are nothing to a corsair. Just change and nowadays I rather sink those goods than sail the prize back to a open port to sell them. Now all you are is marks. Nothing more than puny little pvp marks and to the fishes with all your trade goods. A corsair of a small nation with limited Conquest force wants to hit the merchant navy transporting the resources - the iron, the coal, the stuff that builds ships - to deny the enemy nation a new ship and therefore bring those same resources for his own. That's why so many hours of small groups were used in the past to hit the enemy trade routes. I do not lie. But we do not see the game in the same way. We stand in the most and utter concentration of people around "capitals" as never before. No wonder the wolves sit outside your door.
  5. Slim barnacle... phhht "please devs, make caribbean runescape please" - the other side - "more age of sail ww2 online type wargame neede" - yet more - "age of sails aces high NOW! " So, what the hell do we want ? I agree with you man. We should stop suggesting and let devs 100% close doors and do whatever they feel like and to hell with whiners.
  6. MMO or massive multiplayer wargame. Make up your minds.
  7. More than 2 decks difference disable the boarding guns.
  8. There might be a GPU memory leak or some cache issues somewhere... Been trying to trace a pattern for this as it also happens now and then but to no avail. Temperatures are okay but still, if I play the game after a clean power up / restart it runs without problems. If I play a any game and then go NA it sometimes does that. It is not often though, so hard to figure out. Using AMD here.
  9. On Tutorial screen, check the left side. There's 3 options.
  10. Marginal gains. All accessible through Admiralties. Full Book Collections give extra marginal bonus to all but uses equal number of slots to the amount of items ( 5 books = 5 slots = extra % for all due to entire collection ). Marginal gains are the bread and butter of reality and simulation and a lot of players spend countless hours fiddling and trying out combinations, from F1 races to sailing. 15% and 30% is not marginal.
  11. Yep, i believe so. All mechanics do. Create problems and advantages.
  12. a good change in the middle of the storm imo
  13. Incorrect. Logistics and operational level mean that most merchantmen attacked in the past ( read 10.x and before ) was in fact materials being transported to the assembly areas. A small headcount nation could engage in warfare at corsair scale given it would nigh impossible to engage in full conquest, but still was fun to do and both deny and aprehend enemy resources. Since 10.x we needed to transport the goods back, being open to recapture. This is GOOD age of sail simulation. Everything is out in the water at all times, no magic teleportation. Now...Trade Goods are dumped to the water. They are worthless to a raider. They server only the purpose of enrichment of the "solo" player trader. While other testing phases the trade was necessary for nation and clan - it was the lifeline of ship production. They were escorted many many times. Isn't capturing a 1st rate before it is assembled as worth as sinking one in battle ? It is not like we clicke a button and suddenly we knew all convoys were... water was populated in many routes, squadron hitting other squadrons. Fleets bumping each other and raiders and esocrts fending off each other. Alas the "solo" player will always suffer and much as he always did. It is a multiplayer game and mechanic shold promote cooperation, not solo comfort. ** Keep the safe zones, for all i care. Actually know what ? Turn the entire map a safe zone and keep only 5 spots where attacks can happen - Patrol zones. I am sure the numbers will reach the FARZANDS... **sarcasm
  14. Community didn't like the logistics and operational exercise needed.
  15. Upkeep is a balancer versus snowball effect. I think we are in the sweet spot to bring regional bonuses and historical resource spread again. Would it make people "rage". Yep. Everything makes people go whiny in all games.
  16. Ain't that, is that there's nothing sailing out transporting goods or forcing conquest. The zones make everyone stay inside them. It is... not right. Navies and merchantmen MUST spread across the map and not stay in the zones. But... Comfort and access to everything within zones the more zones get used by both news, vets, and everyone hunting them. It is crazy...
  17. They were. 1 got damaged hard, Elie and was first send away. The other two kept going. Did order them to retreat when the enemy was already sinking. He got severely damaged by fire though. But that's not the point, point is, 1 model of it at any given time. IF you redeem again the old one disappears. Simple.
  18. Did test the reinforcements with some Pirate helpers yesterday and all reinforcements were navy brigs. She should be a 5th rate, same BR as Cerberus. Hercules should be the same. 5th, BR equal to cerb.
  19. Now imagine those 5 players with fleets of Requin/Hercules
  20. aye actually i am happy with the graphics and just wish for more code breakthroughs. next logical step would be variable wind ( to add to leeway, land in battles,... you know the good sim stuff ) ( and more beautiful eye candy if artists budget allows )
  21. Attrition takes its toll on crews and officer classes alike. Spanish Empire been "under siege" at sea since the late 1500's and fighting all over to keep the territories logistics going. So naturally the variation was immense around the globe for the Spanish navy. GB felt the attrition well, especially fighting Revolutionaire France and its Allies. Just look at the quality of crews in 1812-1814, nothing compared to 1790's generation
  22. I am too. Are the towns above ships ? Do ships need even more ? What hardware can run the extra resources in OW ? Seen this same discussion elsewhere - "planes are beutifully crafted but the wagons and the cows in the fields are very boxy..." Beautiful eye candy MUST backup functionality, hence the examples I gave. Also stop dismissing those games as for children, ... please. It buys nothing in your favor.
  23. A great game that sells millions can be done with square blocks. 3 examples - Lego - Jenga - Minecraft I can present more case studies, including a horrible design that sells a lot - Uno. Do we need practical design that works or epic eye candy that works ?
×
×
  • Create New...