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Hethwill, the Red Duke

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Everything posted by Hethwill, the Red Duke

  1. DLC states I can change nation every 30 days.
  2. I am saying DLC grants me the right to change nation every 30 days and captain name every 30 days. Still haven't seen anything of what you wrote that relates to mechanics, but everything you wrote relates to player challenge. Help me here...
  3. All Unity based games dislike any hotas and some even get messed if trackir is plugged in. I personally solved it with a usb 3.0 hub and just turn it off when not playing sim stuff.
  4. We are all individual players that decide to play together. But yes, i get what you mean. But no can do with the DLC, sorry.
  5. Yes, we got that. But how it improves the RvR ? Let's see cycle... - player joins game, player names character, player chooses nation - after 30 days player feels the nation is not really cool, wants to change - player changes nation and something happens ( like going back to zero ) - player tries again and eventually still is not happy with decision and after 30 days tryout wants to try another nation - player changes nation and something happens ( like you describe ) ... How does this improve RvR ?
  6. How ? Explain. Meaning, how keeping someone in a nation they don't want to be in helps balance ? Suppose they simply stop playing as opposed to stay in the nation -or- maybe they then take the challenge as opposed to simply quit. Player challenge, not mechanics. But please, explain your idea of how it balances things for a better RvR. Is a interesting approach.
  7. How does that improve RvR ? ( the thread subject )
  8. No way back. It is granted, by purchase agreement, that I can switch nation every 30 days, and that I can also change name every 30 days. Additional later clauses may apply if game development allows DLC to be improved, but e-assets commercial law definitely not my area.
  9. I mean, the link the user posted in his steam discussion leads nowhere. Anyway, Ink will surely check everything. o7
  10. Yes. DLC or not, they will. Was done before without it and with simply restarting characters.
  11. Keeps Rank, that's all. Pushing assets to free ports was already done before. Look, it is first and foremost a player challenge issue, not a mechanics. Making it more comfortable changed little. A big chunk of playerbase did leave to pirates from all nations once said nations were losing wars or internal national affairs became too complicated to endure. Also majority of the exodus to the black ( and those that didn't want to do it and simply stopped sailing ) happened during Regional Conquest, when 1 port battle would conquer 5 - 7 ports. Still DLC or no DLC will change nothing on the willingness of players to embrace challenges. Some do, some don't. While the big fleet action is a grand thing in the game - decisive action - the road to engagement and resounding results on the world are still, in my opinion, lacking. Is it logistics ? Is it the lack of 18th century "rules of war" to govern when a war is won or lost ? What makes the conquest of Nassau more important than "trafalgar" fleet engagement at Plymouth ? Alas we are playing a game, and simulation of a nation having to rebuild a navy after a trafalgar may well not be what many expect. They expect quick access to RvR content. But in truth, by quick access to RvR content they forget their own actions will setback their enemies, as expected. So it is a egotistic game, right ? I want my conquest to matter, but please don't make me suffer with enemy conquest versus RvR all the time ( aka. big fleet action ) but then we fall into the same trap of - rvr is meaningless of the late months. It is a gordian knot and devs asking for feedback.
  12. No. Was already a reality with "turn Pirate by attacking a friendly". Is not a mechanics issue, is a player challenge issue.
  13. Developer's Feedback topic. Caribbean News type of Posts are not lost, and show a picture of rvr, but for the sake of "agnostic" feedback of the mechanics they have been cleaned out. Let's keep it more clear.
  14. Give 2 perk points to Midshipman. So he can choose the perk if he/she so wishes. Much more simple.
  15. Clicking the original topic link or copy/past yields the same result
  16. Countdown for battle start also counts as join timer.
  17. I am all about marginal effect, Formula 1 marginal. 0,001% marginal That's probably the RNG for a Exceptional build. What is your marginal number of possibility that a shipyard builds a sister ship from the same plans and measurements and woods and she comes out better for some reason ?
  18. What is exactly your point ? get rid of RNG. We got it. Suggestions been put up for Standard quality to be the no rng. Same as Exceptional quality to be the no rng. Are you simply arguing for the sake of it or contesting that in reality frigates build of the same plans and models and measurements and same woods, running same trials and trims, did indeed sail different for some unknown reason - one being more stiff than others for example ? Is it bad to simulate this fact because.... !? I am with you man, Blue 3/5 for everyone.
  19. There's only "player". 3 slots is enough and truly balances more. but yes, you want 5. I got it. I suggest 3. We disagree. We fine.
  20. As long as we can magically teleport items to a chest ( read upgrades ) this still falls short. And still, then that system will be used to catapult entire 1st rate fleets across map. If anything, tp back to last visited port ( when chest magic ceases to be part of play ).
  21. Sure. Use whatever you enjoy more. No clue why I was summoned... 🙄
  22. There's nothing strange. Just the risk is bigger and captains must be aware of that and not demand same risk as sailing in a squadron.
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