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Henry d'Esterre Darby

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Everything posted by Henry d'Esterre Darby

  1. Nothing about your ship changed except for the color. The change in color is meaningless.
  2. This has been fixed in the latest hotfix. Give it a try and let us know if you're still having problems!
  3. I was going to suggest looking at heat problems. I used to run afoul of that all the time! Glad you got it sorted out.
  4. At the same time, a game can't be all things to all people all the time. The normal cycle of a game involves a large number of people who buy it, and decide it's not for them, or get distracted by a newer shiny, or put in their 400, 500 or what have you hours, and then go on to a new game. Claiming that there were 2000 people playing the game and they all left due to subsequent changes and patches is disingenuous. Additionally, this is an Early Access game. It will change. Features will be added/removed/heavily tweaked. The goal isn't to keep everyone who has bought already (though obviously Game Labs would like to keep as many as possible), the goal is to use our feedback to create a game that can be released and then enjoyed by the largest number of people, but still be true to the developer's vision. Any time you change the game, someone is going to be upset. Sometimes its more someones, sometimes its less. But being upset isn't enough. The burden is on us, as testers, to demonstrate why the change is bad for the game and the gameplay, not bad for us personally. "I lost a ship yesterday because of this new feature. The feature sucks!" This is the most common feedback. But the real question is - Why did you lose the ship in the first place? Was it bad tactics, a failure to adapt to the changes or to change your approach to account for them? Or was it really that the feature itself is bad for everyone's gameplay and fun? Think through the feedback you're providing and how you're approaching the game. In short - any time you make a change that makes something harder to obtain (such as the change to resources for ships), you're going to get hate mail. The trick is separating the wheat from the chaff to figure out if the change was needed for the game's health and wellbeing.
  5. Let's get back to feedback topics please. Port changes were announced well in advance - discussions about where your ships are located are off topic.
  6. Thanks Jeheil. PvE is supposed to be far, far less important than PvP. That said, the latest hotfix is adjusting that number upwards a bit.
  7. Please keep feedback in the feedback threads. Your posts will likely not be seen in this thread. Thank you!
  8. Yup! Your F11 will be dealt with as soon as possible. Try not to repeatedly post new tickets - it may delay the response. If you haven't had a response by tomorrow afternoon, please post here again and I'll utilize internal contacts.
  9. There is currently a bug allowing PvE activities to generate more conquest points than it should (far more). Expect that to be hotfixed soon. It should take far more than a quick afternoon to put a port into contention.
  10. Let's move this discussion over to the official core feedback thread: http://forum.game-labs.net/index.php?/topic/16932-patch-996-new-conquest-new-trading-new-ships-and-other-things You can also provide more targeted feedback in special stickied threads in the Open World and Combat Mechanics forums.
  11. These kinds of things must be reported using the in-game tool. Right click the user's name on the statement, select "Report", and it will be taken care of.
  12. Edit - will post again later after seeing Admin's response.
  13. Everyone had a chance to enter the tournament. Those who didn't can't complain that the prizes were made nicer afterwards. The only valid complaint would have been that the prizes that were promised were not given or were removed. In this case, the prizes were better than originally offered and complaining about it just shows that no matter what you do, there will always be people who enjoy bringing everyone else down. With regards to bias, everything that happened was discussed extensively amongst the judges, almost no-one of whom could have even been biased towards TDA. That ship has sailed, the tournament is over. Congratulations to the victors. I'm closing this thread, it is useless and is designed solely to troll and inflame the community.
  14. To be clear, we see the new stuff at the same time you do. We do not test in advance of new releases, that is all done internally at Game-Labs.
  15. So the game is "literally unplayable" because there are some cannon clipping ports. This is melodramatic and completely unnecessary. I'm editing the title - please be accurate in your forum posts. Also moving to support.
  16. I'd like to see it a toggle, with a warm-up/cool-down of a few seconds. So the idea that you think the enemy is about to fire, you can click the toggle, after three seconds the crew is in brace "mode" - all other activities stop, then you untoggle brace mode and after three seconds (three is a random number here - adjust for balance) the crew goes back to reloading, sail trimming, pumping water, etc.
  17. Agreed - it wasn't common for crew to come back up from the surgeon in large numbers. I've seen a few mentions of officers having something bandaged up and limping back up to the quarterdeck, but this was an era of either dosing them up on laudanum and lopping things off or getting them drunk and lopping things off (or both). Given also that there was only a single surgeon on most frigates, and maybe three or four on a 1st rate (along with their mates), you also didn't have a high throughput for treatment - there were usually injured sailors lying around everywhere belowdecks waiting for treatment. Crew coming back in large numbers during the fight doesn't make sense from a historical standpoint. From a gameplay standpoint - I don't know.
  18. I don't have a link right now, but if I recall correctly the basic idea was that a battle starting would have two circles. The closer circle works like the pulling circle today. The farther circle drops you into the battle in the position/distance you are with respect to the center of the battle. There will be no way to join the battle after it starts. This is a "what the heck, let's try it" test.
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  19. UI will be the absolute last thing worked on. As features come and go, and changes are made, it would waste far too much time tweaking the UI each time a change was made for a small development house. Patience, a nice, slick UI is on the list.
  20. All things being said, this game is not a sailing simulator. There are a lot of different factors in rig balance, wind shadowing, etc. that occur when certain sails are furled or set. To actually try to model the effects of individual sails on each ship would be way out of the scope of this game IMO.
  21. How do we prevent people from botting? Take two machines, one gets into a trader, the other into an escort, ping, accept escort, sail for hours and hours in the middle of nowhere...profit.
  22. I'm not sure. I can ask Admin the next time I see him on chat for you. That's all well and good for people that have a lot of gaming time. Folks like myself that are casual gamers (and Admin has stated repeatedly that this game is also meant for casual gamers) would have a hard time with this. http://forum.game-labs.net/index.php?/topic/12572-time-for-a-wipe/page-2?hl=wipe#entry226198 I could keep going - that's just a few excerpts from the first two pages of search results. Promises were made, they should be kept.
  23. Mr. de Booty - we'll have someone look into it. Thanks for your patience.
  24. Bear in mind - credits and ships are NOT safe. They can and will be wiped as the economy fleshes out and balance is achieved. The ONLY things that are safe are your XP and possibly crafting XP. Notice I also didn't say that your rank was safe.
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