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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. Impressed, not, at your welcome of a new player. offtopic removed.
  2. Lars, is not about level field. Is about same line start. If you can do everything again with ease, then why the reluctance... ? New comers, early backers, and continuous testers... all starting from scratch on day zero on a new fresh map as well. That's a nice thought
  3. No idea. Is it a important data ? I am sold that the game is under development, non released. I am also sold that there will be a wipe on release. That's what i look for as a early backer.. There's no victims, just volunteers ( during early access development phases );
  4. Many early backers did play through the initial stages of OW and Early Access launch, about half a year, and then kind of stopped until full development is reached. Their premise of - Yacht, Rank, Crafting and Pandora - is their granted. That is what they accounted for on the Release day for everyone Obviously everyone respects/accepts Developers vision/decision and ultimately make their minds of returning or not.
  5. Think of the newcomers. This is the subject to think about them. Not on other "subjects" when "think of the newcomers" isn't about them. This subject entirely is.
  6. You have an absurd method of comprehension. You read what others write with your own reasoning, not what is written. 1.0 BR, no 2.0, no 1.5. 1.0BR
  7. Testbed has shown 1v1 patrol zones. Once it gets back up again this week, go check. It will surely be populated a lot.
  8. Victory Marks are Conquest based rewards. Being attainable only by clan members is a later change to it, given they were introduced before clanwars only conquest. So, by being a specific Conquest reward they would need to be replaced or the entire Conquest changed ( which might be a thing the devs looking into here ) By introducing VMs as rewards for PZ you are definitely reversing the entire purpose of 2 things - Conquest rewards AND, most important, taking away the effort put in conquest and freely give them to less honest players than can simply "game the game" and get rewarded for not playing the game - alt damaged, for example. Personally I would see PZ rewards, and already looking to the 1v1 and 6v6 plans for it ( see testbed ), to be equalized to PvP Missions ( but not complemented by them ). Chests of various grades plus currency. Never Conquest specific rewards as we have them now ( victory marks ).
  9. We have no calendar, but something like weather forecast for all areas would be great. Maybe on a future project
  10. Incentive to play the game: liking the setting and the conflict resolution presented ( combat ) Incentive to do anything game related: wanting to learn how to become more proficient at using the game assets ( vessels and controls ) Only after those two comes the Incentives by rewards, they are a "thank you for your perseverance and aggressiveness" by the imaginary Admiralty to the imaginary Commander of a vessel of war.
  11. Have the missions have the loot, and make Group missions more demanding and have the most loot ( obviously ). That's my opinion. Now you can give yours. Thanks a ton.
  12. group is spread, tough luck. Stay cohese. Signalling 1.5 -2.0 BR ? That's what we have now in the majority of battles. Sorry. 1.0 BR Will never get more fair.
  13. My personal opinion - Epics are obsolete and should be merged into the Group missions that supposedly coming. Let anyone take missions to their heart desire, define their difficulty and enjoy the Chest, Silver chests, Gold chests and uber Chests at will in both War and Peace.
  14. Good idea ( i'd do the exact opposite, no auctions at all but ship orders with offered price and let crafters take orders... ) but, despite the wishful thinking, won't really change anything. Why ? I'll just put base bid price slightly lower than what I want - and if before the system would be implemented I wanted 700k, with the auction i will want 690k. No change to prices until the European Powers take over and submit a Proclamation stating that no ship must ever be sold by more than X percentage above construction and refit cost. But, good idea.
  15. Now I know why some awesome tv series never have a new season 🤣 Was a cool first season though. 😎 Nice to read the vapor plume light RP.
  16. Thread is about Water and Environment. Offtopic removed.
  17. I dislike the glassy feel some seem to enjoy. Kind of like how we have it now, way more close to this
  18. Main interrogation being; - from the development side of things, and without having to recode it, the water, is a new arrangement of colour palete possible without having to rebuild it all. Water in NA is a game element and essential for the combat and synchronized for all participants, is the same tiny wave for everyone, not just for show of physix and eye candy.
  19. Convergence - Free Convergence - 100m Convergence - 250m Parallel ( of note that at 800 yards/731m(?) all convergence precision is lost )
  20. 😃 indeed. That's one of the enchantments of port towns even in our modern marvellous world, especially in harbour downtowns. A night out and a dozen languages being spoke in the same pub.
  21. The more mechanics that add discomfort to alts, the better. Especially cross nation alts. Easy to spot where most discomfort lies, and is not with the guy that spends 2 hours per day in game and uses 1 character. Game supplies enough doubloons to support normal average usage of teleportation. This is undeniable.
  22. Water is not a priority at this moment, but the suggestion is noted by the devs, same as many others of the same priority level.
  23. Threads merged as per Developer's request. Keep all feedback in one thread please.
  24. You saying that shredding the canvas ( no penetrating shots ) wouldn't keep a ship in battle ? I must disagree with such monotonous way to see naval engagement being relied solely on hull shot. Damage threshold would work better as I see it, and allow for different tactics and approaches to battle. With equal rates needing minimal %, and maximum difference of rates, high % threshold, as presented before. A 8% tag needed for a 7th rate to keep a 1st rate in battle ( 1% + rate difference % ) makes more sense than having to rely solely on hull penetrative shot/mast penetrative shot.
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