akd Posted July 28, 2016 Posted July 28, 2016 At the start you make a profit/loss decision based on the point of no return, which is now earlier in the fight.Given that you stand to lose more in the new mechanic (because you'll not receive any form of significant reward), you can only ensure the other party loses as much as you can: time.The other way around, it becomes a true decision: Fight, lose everything, but gain lots of XP Surrender, lose little and gain little XP vsFight, lose everything and gain little XP Surrender, lose little and gain little XP Again: I want to see fights, not surrenders. I do not see how simple change from allowing surrender while actively sinking / on fire to not allowing surrender while actively sinking / on fire has the effects you describe.
Kanay Posted July 28, 2016 Posted July 28, 2016 Because officers officers offer huge (no seriously, these are massive bonuses) specialization benefits in exchange for 1.) opportunity costs of specialization and 2.) risk of loss in combat. If you tied the officer to the ship then, for example, everyone would load an officer up with trading / building only perks, put that officer on trading ship and avoid ever risking that ship / officer in combat. It is then not an interesting choice, but a PvE grinding obligation. Also, people would take out throwaway suicide ships / fireships without an officer on board and be able to remove an officer life from another player without having to risk their own. So let's say a guy sailing only frigates and focusing on doing pvp exclusively can get an officer fitting perfectly the needs of his mono task combat in game but those enjoying different contents, type of ships and doing multiples tasks and switching even each other day from let's say trading to pvp or to different ships are not able to get an officer performing well and get penalized for enjoying more content of this game ?? I'm really sorry but i don't see the logic there. We have a game allowing us to enjoy different types of ships or do multiples different tasks in a few hours of playing, but the officers make it that you either have to profit fully of only one type of ships or get it inefficient at all tasks, why should i even bring a combat officer to a trading trip using a ship having no guns ? Also i don't get how an officer should have any effect on economy while having at the same time an effect on the combats, those should be different things classified in 2 different pools. As for the fireship fitting maybe remove the upgrade itself and replace it by an officer perk that costs 4-5 points to avoid any abuses, should be simple, if you go for fireworks you load your officer having this perk, you can not use a lvl 1 throwout officer.
z4ys Posted July 28, 2016 Posted July 28, 2016 Tunings: Mastery perks speed bonuses lowered Ingame tooltip still shows 1kn 2
Arctander Posted July 28, 2016 Posted July 28, 2016 Awesome. I do think that surrender should be available when you are sinking and on fire. That is when you are supposed to surrender. I think the issue was that if surrendered at that point the ship should be a loss (of durability,) but that isn't how it worked.
akd Posted July 28, 2016 Posted July 28, 2016 So let's say a guy sailing only frigates and focusing on doing pvp exclusively can get an officer fitting perfectly the needs of his mono task combat in game but those enjoying different contents, type of ships and doing multiples tasks and switching even each other day from let's say trading to pvp or to different ships are not able to get an officer performing well and get penalized for enjoying more content of this game ?? I'm really sorry but i don't see the logic there. We have a game allowing us to enjoy different types of ships or do multiples different tasks in a few hours of playing, but the officers make it that you either have to profit fully of only one type of ships or get it inefficient at all tasks, why should i even bring a combat officer to a trading trip using a ship having no guns ? Also i don't get how an officer should have any effect on economy while having at the same time an effect on the combats, those should be different things classified in 2 different pools. As for the fireship fitting maybe remove the upgrade itself and replace it by an officer perk that costs 4-5 points to avoid any abuses, should be simple, if you go for fireworks you load your officer having this perk, you can not use a lvl 1 throwout officer. Don't you see how a perk like light ship master / frigate master / lineship master is a meaningless choice if I can have lightship master on my lightships, frigate master on my frigates, etc? Same applies to trade vs. combat perks. Specilization comes with a cost, and the person who focuses solely on their specialization (versus a generalist) will always get more benefits in that area (at the expense of being limited to that single area). 2
Eldberg Posted July 28, 2016 Posted July 28, 2016 For the purpose of testing, would it not be wise to allow us to have more than once officer? 1
Ledinis Posted July 28, 2016 Posted July 28, 2016 So let's say a guy sailing only frigates and focusing on doing pvp exclusively can get an officer fitting perfectly the needs of his mono task combat in game but those enjoying different contents, type of ships and doing multiples tasks and switching even each other day from let's say trading to pvp or to different ships are not able to get an officer performing well and get penalized for enjoying more content of this game ?? I'm really sorry but i don't see the logic there. We have a game allowing us to enjoy different types of ships or do multiples different tasks in a few hours of playing, but the officers make it that you either have to profit fully of only one type of ships or get it inefficient at all tasks, why should i even bring a combat officer to a trading trip using a ship having no guns ? Also i don't get how an officer should have any effect on economy while having at the same time an effect on the combats, those should be different things classified in 2 different pools. As for the fireship fitting maybe remove the upgrade itself and replace it by an officer perk that costs 4-5 points to avoid any abuses, should be simple, if you go for fireworks you load your officer having this perk, you can not use a lvl 1 throwout officer. Thats is literally the thing you have in all games. You have to choose to be a jack of all trades or a master of a specific trade. If every captain could have all the perks, wouldn't be much point in having them at all. Granted i have no idea what kind of a wacko would choose the economy perks at this moment, since i agree with you atleast on the point that shipbuilding and economy is in a horrible state at the moment.
Baptiste Gallouédec Posted July 28, 2016 Posted July 28, 2016 (edited) About the surrender change, i don't think this should be about denying the possibility to surrender to some, but instead to incitate them to fight.. Plus please no more large ship fireship kamikaze and ultrafast sinking (hope it is now fixed.) this would help about the surrender problems (exploits). Edited July 28, 2016 by Baptiste Gallouédec 1
Anne Wildcat Posted July 28, 2016 Posted July 28, 2016 I have to say, I agree with Kanay (shocked look). It would be nice to have officers specialized. Maybe limit officer numbers to 2. There is no way you can get every perk, especially if more perks are added in the future. I would also like to see officer max level increased so that a pirate can have both the pirate perk & the frigate master (or whatever) perk. 2
Khendon Posted July 28, 2016 Posted July 28, 2016 Looks good on paper… except; Will the randomization in shipwreck content get rid of the "Everything is gold!" modules? Because Gold is the new basic upgrade now... he is so right in the last three days i have purchased and or found no less than THREE sets of gold boarding mods. and while its AMAZING to rage board in pvp and REEEEEMOOOOVE some one from their ship, it's totally unfair and i managed to get three sets together in less than a week. enjoy being boarded...by me...in the near future
Powderhorn Posted July 28, 2016 Posted July 28, 2016 The Naval Action Wiki has been updated for the new perks, you can find them here. 3
Kronans Posted July 28, 2016 Posted July 28, 2016 I saw I hade santa cecilia in ship building was that right too????
Khendon Posted July 28, 2016 Posted July 28, 2016 We are a small team so everything new we add is content. Fixes and new perks IS content. We are too old to adjust our views for someone who has a different idea on what content is. You are probably spoiled by some magical developer . You should check out star citizen and see how their 300 devs compare with us. dayum
Mrdoomed Posted July 28, 2016 Posted July 28, 2016 I have to say, I agree with Kanay (shocked look). It would be nice to have officers specialized. Maybe limit officer numbers to 2. There is no way you can get every perk, especially if more perks are added in the future. I would also like to see officer max level increased so that a pirate can have both the pirate perk & the frigate master (or whatever) perk. Definatly agree. I like that captains are becoming unique now instead of a bunch of gold upgrade clones. The more perks the better. Im so glad we dont have stupid classes and races but can sorta " watch our captain grow and develop " into whatever unique play style we like. The possibilities are endless. 3
Rektangle Posted July 28, 2016 Posted July 28, 2016 I have to agree that calling it "content" is a stretch considering what was promised, and what a lot of players expected. Everyone paid the same amount of money (so I believe) to opt into the alpha and everyone deserves their right to voice their opinions and/or concerns regarding the game since they have paid into it. With the overall rate of progress up to now I won't say I'm concerned at all about the developers delivering on their promises for the port battles and trading xp in the next month. However, dismissing criticism where it has merit is detrimental to the development process entirely no matter how big or small. It clearly said trader xp and port battles would be in Julys content patch, it isn't so criticism is valid and should be expected to some degree. Burying heads in the sand and assuming other less enthusiastic players is another matter entirely. I also disagree with Prater that trading XP isn't content, it adds a new incentive for people who otherwise wouldn't be involved in that aspect of the game to get into it and the player driven market that was implemented recently. On the flip side there's more opportunities for pirates/privateers to attack said traders. I would have been happy with any of the two out of trading xp and port battles, they're the most game changing of the list of updates for the patch and both are left out. As I mentioned earlier I'm not concerned with the overall process of development but I have to say I'm underwhelmed by what has been delivered this patch. 1
Smithy Posted July 28, 2016 Posted July 28, 2016 does the fishing perk increase the chance of bottle drop also?
victor Posted July 28, 2016 Posted July 28, 2016 well they said 3rd rates that includes 3rd+bellona (better chance) and Inger (less chance) 3rd rates could be also the plural for 3rd rate, so a clarification could be useful before wasting a couple of thousand of labor hours 1
Lord Clarence Posted July 28, 2016 Posted July 28, 2016 Can anyone clarify which ships drop the Bucentaur blueprint? Several websites are saying 3rd Rate, Bellona, and Pavel all have a 5% drop rate, while the Ingermanland has a 2.5% drop rate. The patch notes however say to ignore British and Russian line ships. 1
Kanay Posted July 28, 2016 Posted July 28, 2016 Getting at least 2 officers will do, one fighting officer for combat perks one "trader" officer for economic perks , getting the economical linked or ship building perks added into a war officer is not making any sense imo. i don't want to collect all perks possible in game, even if at this current game stage with the planned final release date and grind it takes to get an officer to lvl 10 it should be logical to get them for no xp at all for testing purposes and switch and combine them easily ... Don't you see how a perk like light ship master / frigate master / lineship master is a meaningless choice if I can have lightship master on my lightships, frigate master on my frigates, etc? Same applies to trade vs. combat perks. Specilization comes with a cost, and the person who focuses solely on their specialization (versus a generalist) will always get more benefits in that area (at the expense of being limited to that single area). If you focus only on trade it wili take probably more than 6 months to get the 35K xp needed for the full 10 levels of officer perk collecting only travel xp while playing every day for long hours... Fact is that you need to grind xp no matter what path you choose to play in game and combat perks are essential in this domain, game design by itself does not allow you to focus on trading for example or you get limited opportunities for the officers. 1
Lord Clarence Posted July 28, 2016 Posted July 28, 2016 Can anyone confirm which ships will drop the Bucentaur blueprint? Several websites say that the 3rd Rate, Bellona, and St Pavel have a 5% drop chance while the Ingermanland has a 2.5% drop chance. The patch notes however say to ignore British and Russian line ships. I am hoping to build a ship as soon as the servers come back up, but do not have the 3rd Rate or Bellona blueprint, so I am trying to decide between making an Ingermanland or a Pavel.
admin Posted July 28, 2016 Author Posted July 28, 2016 Can anyone confirm which ships will drop the Bucentaur blueprint? Several websites say that the 3rd Rate, Bellona, and St Pavel have a 5% drop chance while the Ingermanland has a 2.5% drop chance. The patch notes however say to ignore British and Russian line ships. I am hoping to build a ship as soon as the servers come back up, but do not have the 3rd Rate or Bellona blueprint, so I am trying to decide between making an Ingermanland or a Pavel. lower chance from Inger normal chance from 74, bellona, pavel 2
akd Posted July 28, 2016 Posted July 28, 2016 I have to say, I agree with Kanay (shocked look). It would be nice to have officers specialized. Maybe limit officer numbers to 2. There is no way you can get every perk, especially if more perks are added in the future. I would also like to see officer max level increased so that a pirate can have both the pirate perk & the frigate master (or whatever) perk. Of course everyone wants to have everything all the time. The fact that you want to have everything at no cost is not a argument in favor of good, skill-based gameplay. Stacking perks like Pirate and Master would be OP and would be obligatory for every pirate, not a choice. The fact that one is 6 points and the other 5 but you only have 10 points to spend is quite clearly intentional, and is the only salve to the fact that stat bonuses from gear (officers / upgrades) are already completely out of control from where the game began.
admin Posted July 28, 2016 Author Posted July 28, 2016 Of course everyone wants to have everything all the time. The fact that you want to have everything at no cost is not a argument in favor of good, skill-based gameplay. Stacking perks like Pirate and Master would be OP and would be obligatory for every pirate, not a choice. The fact that one is 6 points and the other 5 but you only have 10 points to spend is quite clearly intentional, and is the only salve to the fact that stat bonuses from gear (officers / upgrades) are already completely out of control from where the game began. We wanted that nail biting feeling "what should i choose" and try to not make filler useless perks. Choice and hard limits makes it exciting. And some captains have noticed that we want to reduce the upgrade influence going forward (right now upgrades matter, not the ship). 10
_X_Apophis_X_ Posted July 28, 2016 Posted July 28, 2016 its a feature it had this thing but maybe the french line ship specialists can provide more info on this in the shipyard section by means of feedback ?))) Maybe in future down line we can mod our ships ie add bow chasers at cost or remove chicken shed at cost 1
Kanay Posted July 28, 2016 Posted July 28, 2016 I got the bucentaure bp before server shutdown , (used it, hope it will remain after server hotfix ) , took notes of mats needed to complete my crafting helper sheet but forgot to check how much XP it brings when doing one, anyone have this info please so i can finish the update of my sheet and release it please ?
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