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Henry d'Esterre Darby

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Everything posted by Henry d'Esterre Darby

  1. World of Tanks (I know, I know, the devil) has quick keys for communication. Attack <target>, Need Help, etc. This can be language agnostic - if Spanish player 1 pops up a ship in their screen, and mashes the keybind for Everyone Attack this target, it comes across localized for each player's language selection. On the one hand, we want a rich enough system that we can get many of the most commonly used concepts communicated with the least number of keyclicks or menu hits, on the other, you want some more advanced communications abilities. Wind, you're really close there, but you require people to learn the icons. You don't need the icons at all - you localize the icon's meaning into the player's chat using their language selection. Instead of a fire symbol, a localized message appears letting the player know that another player has requested they attack a particular ship. This combines with the Fleet Commander feature Admin discussed earlier to provide visual path guidance with plain text instructions in a "Signals" window.
  2. Do you have to press X to capture? You shouldn't have to transfer over - the other player has been defeated and is no longer in control.
  3. Actually, most of them. There's running the chain pumps, fothering the hull with one or more sails, which can take a lot of folks to handle (as well as require an interruption in firing while they're putting the sail over the side and carefully working it down the hull), people in the bilge fitting plugs and pounding them home. Sure, it's not all of them, but it's probably enough to put you out of action if the leak is serious enough.
  4. Not a fan of the character dying permanently. If you want to make it optional, ok, but I don't think such a mechanic as a requirement works for a persistent world (what, I'm now the sixth descendent in a year's time?).
  5. People think that being able to buy any ship is "pay to win", when really, it's just "pay to bypass economy/grinding". Prater, I like your definition far better - you can dislike that people can use cash to bypass the grind, but calling it pay to win when the ship they're buying is no different in overall capabilities than any other ship you can get by grinding, even if it is unique, is not pay to win. Being able to use real money to buy cannonballs that do double damage, or cannon that have twice the range and penetration than any other cannon in their class, or a ship that is bigger than Victory and has more cannon with a heavier weight of throw, when no other ship with similar characteristics exist, that's more in the "pay to win" line.
  6. If it's all you have, and you can't afford a new laptop, it's the best thing on the planet.
  7. True, you have never been able to change your in game name after your initial login. Nope, hasn't changed. First login, you're stuck with whatever you choose. Forum name has no bearing on in-game name. The system is designed to prevent flat out duplicates. It won't catch spaces, alternate characters, etc. - it's just not designed to do so.
  8. Not just now, unfortunately. There is a character creation feature coming in the future that will allow this, but for now, your name is set.
  9. Considering it's night time in the Ukraine, it may be tomorrow before you see a response. Have patience, I'm sure they'll investigate as soon as they can.
  10. No need to preach. Posts from Admin seem to indicate that they entirely agree with the more historical "ends" for ships in battle, fires are on the way very soon, and that after a strike mechanic is added, and open world is out, sinking will be made a less frequent and desirable outcome for a ship that has done poorly in battle.
  11. But they didn't know how deep the water was until they could get a sounding line on top of that "reef", and by then it was usually too late. I've spoken before about charting channels from a small boat, maybe even something as small as a rowboat or pinnace. Until you've sounded the water, you don't have any idea how deep it is, and until you've properly surveyed it (which could take a very long time) you don't have anything more than one or two little rows of numbers, which may or may not be in the "correct" relation to each other.
  12. I play at 18-25fps, and don't have any issues with fluidity, "lag", or stuttering. I'm thinking you may have more of a bottleneck than you think, and it's not in raw FPS.
  13. Most of these are pretty good, I'll have to take issue with a few though: "Sail spankers"??? There were reefing ties, maaaaybe telltales that will lie against the sail in a certain way based on how it's drawing (though I believe that's a modern invention), but I've never heard of what you describe. Sliding doors for the sail room? Did this exist? Torpedoes? I think these were more like a modern naval mine. No thanks - they were never really widely used, and I think they'd be too easy to use to grief. Moving chasers - as extra cannon, this didn't happen - you'd need an empty gun port and mountings, breechings, etc. for it. If you mean moving a side cannon to the bow or stern to act as a chaser if there wasn't already a chaser there, this is planned as a crew skill last I heard. Lanterns - Not sure what you're getting at here, I'd love to hear your idea. Extra Gun Ports - not sure I like this idea. "Depth Sound Rope" - Leadlines and deep sea lines were standard equipment. This isn't a customization really. Speed Log was also standard equipment, no customization here. Thicker planking isn't something you just bolt on. This should be a ship construction feature only, not an "aftermarket" modification. Nails - More bolts than nails I think, at least for the hull. Many yards skimped on copper bolts, which caused a number of ships a lot of problems with their seaworthiness. Changing these out though should require a drydock and a LOT of cost. Timber Seasoning - Also a new construction cost item, not a later modification. Antiscorbutics were standard on most vessels of the time - definitely standard on navy vessels, where I believe a certain amount was required. Planking over hatches???? I have no idea what you mean by this. Hatches were designed to be battened during heavy weather, it wasn't an option. Repositioning of ladders doesn't make any sense. They usually weren't temporary items. Better Storage - at the cost of what? You didn't usually sit down and redesign the shipwright's plans, and the entire bilge, minus any powder platforms or cable tiers, etc, could be used as storage. "Adjusted Balance" - This would be using ballast stones/water, or repositioning stores to allow the ship to "sit" better in the water. This is a cargo management issue that I'd like to see in the game. Waist guns? Not sure what you mean here. Some ideas I like especially: Paintwork should fade and be damaged over time. Same with the rigging blacking. File this under "ongoing maintenance costs".
  14. Currently, a 6lb is a 6lb is a 6lb. If you're doubleshotting the Brig, your "feeling" that it is doing less damage with 8 guns than the Cutter did with 6 just isn't correct - unless you're missing with more than two of the guns. You likely caused more overall damage with the cutter because the fore/aft rig is more versatile than the square rig in inexperienced hands - it's "easier" to sail, so you were in position to do damage more often. Once you get used to the square rig, and learn to sail manually, you'll do a lot more damage than you did in your cutter.
  15. The problem with that assumption is the construction methods, and the physics of the action. First of all, you have something pointy. The pointy object is able to exert more pounds per square inch on what it hits, due to a reduced surface area. You also have a structure that is reinforced by the keel being lengthwise - this also, I believe, lends strength. So you have a reinforced, pointy object, exerting a great amount of force on planks that are perpendicular to the force, which are themselves mounted to braces (which, to be fair, are pretty close together in a warship to lend strength. The weak point here is the seams. In between the planks is caulking which is primarily responsible for keeping the water out. Simply working in a heavy sea is enough for those seams to expand and contract, causing the ship to make water. In this case, you've just applied tons of force to that planking and those seams, which I believe may shatter some of the planks themselves, definitely work the bolts/nails holding the planks loose (and cause the wood to fracture around those holes, further loosening the planks), and potentially damage one or more of the timbers themselves. In effect, you smash a vertical gash in the hull. Personally, I think it's reasonable that if a brig plows into the side of a Santi at a high rate of speed, the Santi will spring one or more leaks. However, the brig should be demasted and dealing with massive flooding from the completely smashed up bow.
  16. 1. Any ship of reasonable size plowing into another ship's side of this era bow first would likely cause a lot of leakage. 2. Any ship plowing into another that is same size or larger at a speed over 4 or 5 knots would very likely lose all of their masts, at least above the main mast - the rigging can't take the sudden strain. 3. A much larger ship hitting a smaller ship amidships at a decent speed would sink the smaller ship, however, at the cost of a lot of leaking. Ramming is far too survivable right now. I'd like to see a high potential for lost masts and a lot more leaking. This will cause more angst when friendlies accidentally get tangled up, but we really should be encouraging people to do everything possible to avoid ramming.
  17. No worries, hope they have it sorted out for you tout de suite.
  18. In order to answer that question, we'll need to know your friend's computer specs, most importantly, the make and model of video card on his motherboard.
  19. Musashi-san, please follow the instructions at the following link: http://forum.game-labs.net/index.php?/topic/2018-help-missing-steam-key-email-what-to-do/
  20. 19 posts today and 16 of them directly involved complaining about your key. Welcome, and if you would sir, please show a little more patience - this is a game that is in early Alpha Test and it doesn't have the systems or customer service that it will have once it is released.
  21. If you've been waiting since the 21st, please check your spam folder. If you don't see it there, you'll want to follow the instructions at this thread: http://forum.game-labs.net/index.php?/topic/2018-help-missing-steam-key-email-what-to-do/
  22. Remove the word "polished" from your expectations. Sea Trials plays very well, and it's a lot of fun. I haven't regretted buying it early for a moment. That said, I'm also approaching the entire game from the idea that there will be downtimes, bugs, problems, balance issues, stuff that flat out doesn't work or looks natch, etc. If you're ok with paying and being a tester, which is very different than a player, and are not expecting fast customer service, servers that are stable and always up, and a bug free product, come on in and join us!
  23. Premium does not necessarily equal P2W. If the purchased ship is comparable, or slightly inferior to an equivalent earned ship, it's not necessarily P2W.
  24. Indiaman? Idlers?
  25. PvE in a Trinco is fine as far as I know. It's the Duel room they're trying to reserve for small ships I believe.
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