admin Posted March 17, 2016 Posted March 17, 2016 What's new: Certain FPS Improvements were achieved (if you still have low fps in the OW switch to medium settings and increase level of detail to high - it will give a good boost while keeping visuals on good level) Ship turning was reworked due to a lot of graphical and physx artifacts - ship turning returned to 9.64 state (but on new physx) Lower sail HP now does not reduce crew requirement for sailing (as happened before) Sailing crew is now affected only if masts fall down Fixed bugs: Extra bow heel now fixed on several vessels Several technical problems fixed Tunings: Bug causing fast leaks repairs now fixed HMS Bellona visuals slightly improved Cannon mass changed to historical weights NPC Resource production reduced by 20% NPC Resource consumption increased by 2x to provide more trading opportunities Production buildings labor hour requirements normalized at 150LH per 3 days of production Player production levels changed (mostly increased for all resources) Upgraded production buildings now give more LH discount (increase from 10% to 20%) Boarding crew requirement to achieve 100 preparation lowered from 80% of crew to 50% of crew Boarding crew focus priority now equals sailing and gunnery - it will be more evenly distributed if all crew focuses are switched on Third rate turn rates slightly reduced Cerberus turn rate slightly increased Keep in mind that turning/accel/decel changes will continue to happen over the next month as we are not fully satisfied with them 12
Flob Posted March 17, 2016 Posted March 17, 2016 No mention of turn rate to Bellona as in Russian patch notes?
Captain Posted March 17, 2016 Posted March 17, 2016 ooo, one more step toward the full player economy! very cool!
Hethwill, the Red Duke Posted March 17, 2016 Posted March 17, 2016 - Cannon mass, Leaks and Boarding fixes very welcome.
hitem Posted March 17, 2016 Posted March 17, 2016 Very welcome indeed! Have seen so many dead masts and superreps the last few days its crazy! ;D
OlavDeng2 Posted March 17, 2016 Posted March 17, 2016 Nice patch, only thing is now i gotta gather all the production building data of wiki again :/
kumisz Posted March 17, 2016 Posted March 17, 2016 Cannon mass change , what does it mean? Change the cannon weight debuff for ship speeds Or change their weight as cargo (in the hold) Or both?
maturin Posted March 17, 2016 Posted March 17, 2016 What's new: Ship turning was reworked due to a lot of graphical and physx artifacts - ship turning returned to 9.64 state (but on new physx Russian patch note says this: Возвращен поворот кораблей на центр Does that mean that ships now pivot around their midpoint, instead of the stern (where the rudder is), as they should? If so, that is not an obscure detail for realism fanatics. There are without question hundreds of players who steer boats in real life, of all sizes, and the fact that they pivot on the stern is a very prominent and important part of vesselhandling. Very different from a car and much more interesting. 5
Siegfried Posted March 17, 2016 Posted March 17, 2016 I don't understand the second point... auto turning at zero speed is back?
TheSlickOne Posted March 17, 2016 Posted March 17, 2016 First you say: NPC Resource production reduced by 20%then again: Production levels changed (mostly increased for all resources)So is it reduced or increased? Or is the increase for production buildings? Please, clarify. Thanks!
admin Posted March 17, 2016 Author Posted March 17, 2016 Russian patch note says this: Возвращен поворот кораблей на центр Does that mean that ships now pivot around their midpoint, instead of the stern (where the rudder is), as they should? If so, that is not an obscure detail for realism fanatics. There are without question hundreds of players who steer boats in real life, of all sizes, and the fact that they pivot on the stern is a very prominent and important part of vesselhandling. Very different from a car and much more interesting. it is a graphical change affecting ship wake - which was disconnected from the vessel in sharp turns creating the illusion of skating on ice ships will behave as before 3
kumisz Posted March 17, 2016 Posted March 17, 2016 First you say: NPC Resource production reduced by 20%then again: Production levels changed (mostly increased for all resources)So is it reduced or increased? Or is the increase for production buildings? Please, clarify. Thanks! NPC production decreased, player building production increased, as I understand it.
Pokerjoker Posted March 17, 2016 Posted March 17, 2016 First you say: NPC Resource production reduced by 20%then again: Production levels changed (mostly increased for all resources)So is it reduced or increased? Or is the increase for production buildings? Please, clarify. Thanks! it states...... : PLAYER PLAYER Production levels changed (mostly increased for all resources)This means your buildings. Not NPC Ports
TheSlickOne Posted March 17, 2016 Posted March 17, 2016 it states...... : PLAYER PLAYER Production levels changed (mostly increased for all resources)This means your buildings. Not NPC Ports Ah, I see. I must switch to a better brand of rum... 1
ZackTennyson Posted March 17, 2016 Posted March 17, 2016 No mention of turn rate to Bellona as in Russian patch notes? it says 3rd rate turning rates reduced, as the Bellona is a 3rd rate will include it; i assume 1
Zargor Posted March 17, 2016 Posted March 17, 2016 Tunings: Cannon mass changed to historical weights Great stuff! Can we have a quick explanation how/if this will affect gameplay?
VonBarb Posted March 17, 2016 Posted March 17, 2016 I'm on the fence regarding a full player-based economy. Seems to me that so far the transition has only introduced higher prices and shortages of some resources. NPC-built ships are also becoming a lot harder to come by if you have a specific type in mind, and we are left with only the much more expensive, player-built ones. Not good for players switching servers who need to gain gold from 0 up. It's going to make people even more afraid to lose ships, and while that's historical, it's not going to help the current situation in Jamaica on PvP EU1. In short, I don't believe the player numbers are high enough to start transitionning to a full player-based economy without causing massive stiffling inflation. But I'm happy to see the team back in full health and patches happening again on a weekly basis. Thanks devs !
Captain Posted March 17, 2016 Posted March 17, 2016 I'm on the fence regarding a full player-based economy. Seems to me that so far the transition has only introduced higher prices and shortages of some resources. NPC-built ships are also becoming a lot harder to come by if you have a specific type in mind, and we are left with only the much more expensive, player-built ones. Not good for players switching servers who need to gain gold from 0 up. It's going to make people even more afraid to lose ships, and while that's historical, it's not going to help the current situation in Jamaica on PvP EU1. In short, I don't believe the player numbers are high enough to start transitionning to a full player-based economy without causing massive stiffling inflation. But I'm happy to see the team back in full health and patches happening again on a weekly basis. Thanks devs ! So far the change has increased the supply of every material in the game...
Bert Beard Posted March 17, 2016 Posted March 17, 2016 (edited) I'm on the fence regarding a full player-based economy. Seems to me that so far the transition has only introduced higher prices and shortages of some resources. NPC-built ships are also becoming a lot harder to come by if you have a specific type in mind, and we are left with only the much more expensive, player-built ones. Not good for players switching servers who need to gain gold from 0 up. It's going to make people even more afraid to lose ships, and while that's historical, it's not going to help the current situation in Jamaica on PvP EU1. In short, I don't believe the player numbers are high enough to start transitionning to a full player-based economy without causing massive stiffling inflation. But I'm happy to see the team back in full health and patches happening again on a weekly basis. Thanks devs ! I'm in 100% agreement with the developers that Naval Action should become a player driven economy. I would like to see it all player driven with the option for players who are serious about econ and crafting to provide as much stuff as we need and let the supply and demand of a free marketplace control the economy. Like we have in the real world..........even back in the 18th century. Edited March 17, 2016 by Bert Beard 1
victor Posted March 17, 2016 Posted March 17, 2016 (edited) So far the change has increased the supply of every material in the game... just for some factions (in PVP servers) Edited March 17, 2016 by victor
Galileus Posted March 17, 2016 Posted March 17, 2016 Production buildings labor hour requirements normalized at 150LH per 3 days of production If anyone wonders, this is for lvl 1 buildings. Meaning 50LH / day to operate a lvl 1 building, 67,5LH daily to operate a lvl 2 (+50% production, 10% LH discount) and 80LH daily to operate a lvl 3 building (+100% prod / 20% discount) 1
Taralin Snow Posted March 17, 2016 Posted March 17, 2016 I'm on the fence regarding a full player-based economy. Seems to me that so far the transition has only introduced higher prices and shortages of some resources. NPC-built ships are also becoming a lot harder to come by if you have a specific type in mind, and we are left with only the much more expensive, player-built ones. Not good for players switching servers who need to gain gold from 0 up. It's going to make people even more afraid to lose ships, and while that's historical, it's not going to help the current situation in Jamaica on PvP EU1. On PVP2 the only shortages I have seen are silver and to a lesser extent copper, but this is due to the new craft note recipes and not related to player economy. This has especially been a problem for mid grade notes, which require a player to have craft level 15, while many players only leveled to 5 (to make the old craft notes). Now, in order to level from 5 to 15 they have to buy a shipyard because it seems there are few opportunitites to quickly level up crafting except to make ships (ships have the best xp:labor ratio). The 50000g entry cost to making ships now is a disincentive to level crafting up any more. So we have a scarcity of level 15 crafters with unused labor hours. Again this shortage is due to new recipes, not player economy. Which reminds me, there is a shortage of player labor and this is causing some price rises as well. Aside from a shipyard, I have not had to put up any buildings yet because resources continue to be readily available on the market where I am (except silver of course, see above). As people consolidate their shipbuilding (due to the shipyard requirement) there has been increased focus on making ships in specific ports (it used to be that a crafter could click out a ship for you anywhere you both had an outpost, as long as you brought him a trader ship containing the materials for it, now the high price of shipyards means you must go to the crafter, he can no longer come to you). As a result of this shift, there have been changes in resource availability. But as far as I can tell consumption is about the same so you just need to make adjustments and transport resources in from different ports. In parts of the map where ship building has diminished (due to crafters not wanting to spend gold on shipyards there) resource availability has actually gone up, but this is lowering again as player cargo haulers are discovering new opportunities. If you have resource scarcity in your part of the map this patch looks perfect for you because player production looks like it has been increased (and the labor requirement reduced). At least it looks that way from the patch notes, I haven't seen it in game yet. 1
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