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Posted

what could add another layer to the combat mechanics or in other words a replacement for 'magic' skills? Maybe the option to measure how far a target is away and how to adjust cannons?

Posted

what could add another layer to the combat mechanics or in other words a replacement for 'magic' skills? Maybe the option to measure how far a target is away and how to adjust cannons?

You already aim the guns manually.  Good luck in heavy seas  ;)

Posted

The key is to find the balance between the arcade and the sim to make the gameplay so inspiring that you really want to come back to it the next day and actually try to be better than you were last day. Potbs had you losing ships for your mistakes which forced you to at least learn SOMETHING to improve if you didn't want to get bashed all the times but it was a bit too harsh for average player and the game had an alternative route aka the carebear sector where all the pve people could comfily chill in their own world, seperated from all pvp. And because the game offered this route, they never really felt the need to come out of this zone and thus their only pvp experience was camping around some port with their mates waiting for some lone wolf passying by just to jump him 6vs1. And these very same people without any kind of individual skill or awareness occupied the slots of pb's just because it forced you to grind fleets for points to get in. It literally forced pvp players to do the mindless pve to outgrind all the pro carebear pve fleeters which is really bad mechanic and why I never had interest in port battles. The PvE was so strong and rewarding that even having a skirmish option where you could just practice without losing anything, only getting more skilled, was neglected and rarely used.

TL;DR - FUCK PvE in PvP focused game, throw everyone in the water in the beginning and make them learn to swim from the start with pvp.

Now let's look at WoT - The game is full pvp and still people at tier 10 are as clueless as t1 because the game is babysitting you all the way through and it never stops. The game doesn't punish you for being an idiot and making mistakes or losing a battle, quite the opposite - it's possible to just exit the battle and pick another tank from garage and click battle again so they can suiciderush before 2 minutes have passed again without learning anything from past battles because really, why bother learning when the game literally holds your hand and used to allow you to progress by afking in battles. The game is basicly Day-Z with tanks. You are alone versus 29 zombies when you go solo and try to do as much damage before going out because noone bothered to learn the basics since the game allowed them to skip any kind of skillwise improvement and in t10 games when these people are in the most important tanks it just makes you sigh and alt+f4 the game.

TL;DR - Inspire people to learn the basics before letting them advance to next phases. Make them suffer a bit for not learning or at least make it possible to avoid such people by skill-based matchmaker or something.

 

This game is currently the most interesting thing on the market and I want to add the perspective of a pvp player.

  • Like 2
Posted
 

You already aim the guns manually.  Good luck in heavy seas   ;)

 

 

I only know NA from videos. I was imagining binoculars to measure distance and then adjusting angle of cannons accordingly. In games like silent hunter, you had data sheets for that like torpedo speeds, how far ships travel according to knots and time & what not.. I do not know though how they did that back in the 18th century. According to flip's vid, he's missing another layer in combat, somthing that you can do once you are in range. In potbs magic skills added that missing layer, so I wonder what we could do in a sim like NA, beside pressing the fire button.. A balance between constantly having a calculator & pen and paper next to your mouse and an arcadish combat like potbs.

 

The key is to find the balance between the arcade and the sim to make the gameplay so inspiring that you really want to come back to it the next day and actually try to be better than you were last day. Potbs had you losing ships for your mistakes which forced you to at least learn SOMETHING to improve if you didn't want to get bashed all the times but it was a bit too harsh for average player and the game had an alternative route aka the carebear sector where all the pve people could comfily chill in their own world, seperated from all pvp. And because the game offered this route, they never really felt the need to come out of this zone and thus their only pvp experience was camping around some port with their mates waiting for some lone wolf passying by just to jump him 6vs1. And these very same people without any kind of individual skill or awareness occupied the slots of pb's just because it forced you to grind fleets for points to get in. It literally forced pvp players to do the mindless pve to outgrind all the pro carebear pve fleeters which is really bad mechanic and why I never had interest in port battles. The PvE was so strong and rewarding that even having a skirmish option where you could just practice without losing anything, only getting more skilled, was neglected and rarely used.

TL;DR - FUCK PvE in PvP focused game, throw everyone in the water in the beginning and make them learn to swim from the start with pvp.

Now let's look at WoT - The game is full pvp and still people at tier 10 are as clueless as t1 because the game is babysitting you all the way through and it never stops. The game doesn't punish you for being an idiot and making mistakes or losing a battle, quite the opposite - it's possible to just exit the battle and pick another tank from garage and click battle again so they can suiciderush before 2 minutes have passed again without learning anything from past battles because really, why bother learning when the game literally holds your hand and used to allow you to progress by afking in battles. The game is basicly Day-Z with tanks. You are alone versus 29 zombies when you go solo and try to do as much damage before going out because noone bothered to learn the basics since the game allowed them to skip any kind of skillwise improvement and in t10 games when these people are in the most important tanks it just makes you sigh and alt+f4 the game.

TL;DR - Inspire people to learn the basics before letting them advance to next phases. Make them suffer a bit for not learning or at least make it possible to avoid such people by skill-based matchmaker or something.

 

This game is currently the most interesting thing on the market and I want to add the perspective of a pvp player.

 

yeah, from my potbs experience I can say that some carebears never even talked like potbs was a pvp game at all. So it's indeed important to make sure from the get-go that NA is pvp game and that you might get sunk. I mean, another thing I loved about potbs was that it also was an economy game beside the pvp. I'm pretty sure that other people agree that it was fun to daily check the current prices of the goods which you produce for max'ed out profits. 

 

Like I said, people have to understand that this is a pvp game and that economy plays an important role as well but that you can lose you rship and your profit with it. PvP player should beside roaming the sea for combat also be reminded that merchants of their faction maybe need an escort. Maybe add player driven, dynamic reward missions for such situations, idk...

 

I really loved potbs's rvr and with it that everything was created or caused by players and not npc..

Posted

I only know NA from videos. I was imagining binoculars to measure distance and then adjusting angle of cannons accordingly. In games like silent hunter, you had data sheets for that like torpedo speeds, how far ships travel according to knots and time & what not.. I do not know though how they did that back in the 18th century. According to flip's vid, he's missing another layer in combat, somthing that you can do once you are in range. In potbs magic skills added that missing layer, so I wonder what we could do in a sim like NA, beside pressing the fire button.. A balance between constantly having a calculator & pen and paper next to your mouse and an arcadish combat like potbs.

Positioning.  You still have to make sure you don't get yourself in a bad spot.  Because it is much slower paced than PotBS, making a mistake takes a longer time to correct and leaves you vulnerable, even at close range.  There hasn't been one battle that I've found to be boring or lacking in depth.  To be frank, this is one of the best pvp experiences out there at the moment and it is still in Alpha!  

 

You use your spyglass/telescope to see where your ranging shots land.  Once a ball hits, you can fire the broadside but it doesn't garantee 100% hits.  The other boat may pull from you in the second and change it takes for the broadside to fire and the time it takes the volley to reach the target.  Then there's weather.  When the seas are rough, you move slower and your gunnery is far from accurate.

 

The game doesn't lack depth because there aren't a bunch of clickies.  There's already a lot going on without the need for artificial constructs.  

  • Like 1

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