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Posted

uh... eh....

 

teamwork?

 

are you serious, you want an unlimited amount of resources for free?

 

err no. But splitting the labor time between resources and production is the wrong way. And please dont tell me something about teamwork.

Posted

lol that is funny i build a coal mine it cost me 26 gold to get 1 coal plus 1 hour labour, In Kingston it cost me 15 gold for 1 coal no labour , dont forget the 10k gold to build it  :-)

 

 

you are not reading it correctly - you get 2 coal loads for 26. not one

Posted

err no. But splitting the labor time between resources and production is the wrong way. And please dont tell me something about teamwork.

 

No it s not, you want all power into the same hands ??? You want to be crafter ok, you are using your LH in order to craft ships, CN, Upgrade...

You want to be producer to supply crafter or cpts, you are using your LH in order to produce ressources.... Really there isn' any problem with it.

  • Like 4
Posted (edited)

so what is a better way? i just saw your complaints, but nothing constructive?

i really like it, the crafter alone ist still able to be a one man factory but he has to sacrifice himself? what is wrong with that?

 

and why should i not tell you something about teamwork, where you seem to have, in my opinion, a lack of?

 

edith: damn charognard666 faster again ;)

Edited by semTex
Posted

NPC ports still make the same resources they always did, in addition to that you now have another source of resources.

 

More resources on the market = prices go up. How do you figure that one out?

 

No-one is being forced to use the production buildings, if you need your gold and hours for crafting, so be it, the only one you need buy is the Shipyard, and just carry on gathering resources in the same way you did previously, albiet with less competition now that some people (those uninterested in crafting) will be gathering via their production buildings instead of contracts.

 

Not true. The NPC production will stay in for now, but it will be removed at some point. Please read first ;)

Posted

Just my consideration from an historical point of view (apologize for my english).

 

- no turning with 0 knot

 

This is absolutely true, and imho it adds realism to this game. Real square rigged ships were not able (also today) to turn into wind without enough speed, which depends on that specific ship and on the ability of the sailors. Also historically ships can't go more than roughly 90° from the wind usually because of wind and sea current, so if they add land and use this it can change gameplay a lot... 

 

- marines

 

Marines were part of the crew in the sense of total number of people on board the ship. They were present only on nations' ships.

To me, it was best to consider their number "on-top", up to a maximum allowed on that ship.

It doesn't make sense for a war ship that needs, let's say, 100 men, to have 50 marines. It can't happen. Historically ships happened to be undercrewed, so it's ok, but they have stills marines on top that number. If the ships allows 12 marines, you can have from 0 to 12 marines. On top of sailors.

This is my opinion.

  • Like 3
Posted

you are not reading it correctly - you get 2 coal loads for 26. not one

 

WOW!

 

So one coal is ONLY 13. And what about the labor hour?! How much is it worth? Well, usually players were charging between 25 and 50 per labor hour. So in best case one coal will cost you only 38 (not calculating in the costs for the building). Thats holarious.

  • Like 1
Posted (edited)

so we can only build 5 buildings full stop so you 1 for ships that only leaves 4 for everything else that is not alot really to have 

 

Its 4 more than you had yesterday. :D

 

 

Not true. The NPC production will stay in for now, but it will be removed at some point. Please read first ;)

 

Yes, I know, and at which point the line between "producer" and "crafter" will be more delineated and more balanced with each other, and the production buildings will have been tweaked, moreso than they are in a patch that is just hours old!

 

 

WOW!

 

So one coal is ONLY 13. And what about the labor hour?! How much is it worth? Well, usually players were charging between 25 and 50 per labor hour. So in best case one coal will cost you only 38 (not calculating in the costs for the building). Thats holarious.

 

So....don't build coal mines if in your eyes its not worth it. Obvious answer.

 

I gaurantee you that theres people throwing up Hemp and Live Oak plantations given that their  supply is low and they are gonig to make a decent amount of profit over time on producing these things.

Edited by Tindahbawx
  • Like 1
Posted

Not true. The NPC production will stay in for now, but it will be removed at some point. Please read first ;)

 

it will be lowered gradually to more appropriate levels to make player production more important.

 

regarding other concerns

making things should require labor hours - because production buildings are basically money printers. Their main goal is to solve the resources shortages and scale them to player numbers. They also provide larger groups more options to specialize, while a solo player can guarantee a supply for himself without worrying about resetting contracts every day.

  • Like 6
Posted

so we can only build 5 buildings full stop so you 1 for ships that only leaves 4 for everything else that is not alot really to have 

Tip: not every captain needs to build ships. Even if you like crafting you do not need to make ships. You can specialize yourself in crafting some parts and delivery to the ports where others make ships. 

 

Diversity is a GOOD thing, different players playing different ways.

  • Like 2
Posted

Only if the player production will not be sufficient enough. And if its not worth it, it wont be.

 

Not true. The NPC production will stay in for now, but it will be removed at some point. Please read first ;)

Posted

Tip: not every captain needs to build ships. Even if you like crafting you do not need to make ships. You can specialize yourself in crafting some parts and delivery to the ports where others make ships. 

 

Diversity is a GOOD thing, different players playing different ways.

 

Dont need a shipyard to make upgrades either, and they take Mid Tier notes now too, so theres going to be a fair bit of cash to be made in crafting these.

 

I'll be able to get my hands on some exceptional copper plating at last!

Posted (edited)

it will be lowered gradually to more appropriate levels to make player production more important.

 

regarding other concerns

making things should require labor hours - because production buildings are basically money printers. Their main goal is to solve the resources shortages and scale them to player numbers. They also provide larger groups more options to specialize, while a solo player can guarantee a supply for himself without worrying about resetting contracts every day.

 

Sorry but thats (put in a word here wich came right in your mind whe you read the first two words). You dont have to reset you contracts all day. If you were in desperate need of resources you could just use the EURO trader mechanic and your contract was fullfilled instantly.

 

I guess you are thinking a labor hour is worth nothing. But thats not true. Due to the limitation (1 real time hour = 42 labor hours) they are worth quite a bit. Now were we have to use labor hours for resource production it will be worth even more, with the result of a massive inflation.

 

You should have just doubled the ammount of labor hours we get for a real time hour. Thats would have pretty much solved the problem. In addtion to this you should remove all ships sold by NPCs, but thats a different story. At the end I have to tell you, that this change is not as good as it suposed to be. Probably it is gonna backfire.

Edited by Brogsitter
  • Like 1
Posted

So, you can pay LH and gold to create the resource in your production building. But in general the resource will be more expensive compared to the average NPC prices?

Posted (edited)

 

 

Diversity is a GOOD thing, different players playing different ways.

 

Provided there were enough players....

 

On PvE server there are 200 to 250 prime time weekend, and those are distributed over an enormous map and several nations. 

 

So pray tell me how to setup a coordinated effort to get a player driven economy under those circumstances ??

 

Basically your "diversity" would require sailing most of the time just to collect bits and pieces....

Edited by Jan van Santen
  • Like 1
Posted

You can still buy everything from the NPC in ports, as you could before the patch.

 

Provided there were enough players....

 

On PvE server there are 200 to 250 prime time weekend, and those are distributed over an enormous map and several nations. 

 

So pray tell me how to setup a coordinated effort ot craft ships under those circumstances ??

 

Basically your "diversity" would require sailing most of the time just to collect bits and pieces....

  • Like 1
Posted

Great patch.

 

Crew management is far more realistic "in battle" and allows you to use crew where needed.

 

Trading will create an micro economy and will improve team work.

 

Jolly good job devs!

  • Like 1
Posted

ANy labour hour spent, by anyone, on resources is going to slow down the production rates of ships even further... Totally dislike how you have to pay labour hours to get resources from your buildings. I'd prefer having to pay 2x NPC price for a resource from your building and no labour hours.

  • Like 2
Posted (edited)

You can still buy everything from the NPC in ports, as you could before the patch.

 

read pls before you post, in your case the op and in that, this line:

 

  • NPC production will stay on its current level and will be gradually decreased over time to fully player dependent economy

 

If you combine the facts logically, the result is: they are trying to enforce a player based economy onto a game that can't support one due to its low player number.

 

A low player number that certainly won't increase by bringing even more grind into the game, as was done with the patch we discuss here.

Edited by Jan van Santen
  • Like 3
Posted

ahoy

i see many sailors getting the blues about some changes in crafting..

i play the game only for a month but the way i experienced it , every ship of the game is also produced by npc s and i see them availiable for decent prices all the time..

and since naval action is not a trading or crafting simulation , i dont think that any possible changes in crafting can have a big impact to gameexperience.

i m just guessing but i  see more than 80% of players not crafting at all

the main changes of this patch are focussed on combat which i appreciate .

 

so dear captains join the small and big battles and meet me there for combat :-) thats why its called naval ACTION :-)

  • Like 1
Posted

Provided there were enough players....

 

On PvE server there are 200 to 250 prime time weekend, and those are distributed over an enormous map and several nations. 

 

So pray tell me how to setup a coordinated effort to get a player driven economy under those circumstances ??

 

Basically your "diversity" would require sailing most of the time just to collect bits and pieces....

 

 

as said 

 

You can still buy everything from the NPC in ports, as you could before the patch.

 

Anyway, 250 prime time players in this game  map is FAIL,   I am quite sure developers does not plan (and should not imho)  for that extremely low number.  

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