Wind Posted June 13, 2018 Posted June 13, 2018 (edited) Here is a video, watch it closely and analyze details. What Naval Action could use from this video? https://youtu.be/916oD5U_vEc My list: 1. Spotter who notifies you and let's you know what type of ship is spotted. (already in suggestions) 2. Sail colors 3. Better wind on sails physics. 4. More realistic damage effects and water splatter (more splash and more planks flying) 5. Better textures on land. Hi quality Vegetation in front and more rock. Hide distant details. Slightly boost green and blue saturation to bring life. Instead of planting 100s of low res trees, plant 50 his res trees and spread them around rock. More sand around beaches, Forts and Islands. Less palms more hi res sand will make wonders. 6. Fog around islands 7. Fake flags and sails (make enemy NPCs hostile, wearing fake flag will enable safety inside hostile waters vs NPCs only). 8. Instead of swords over battle have 2 ships broadside to broadside with smoke cloud raising high in the skies. 9. Better skies with clouds system. 10. Storm on the horizon. Rain on screen animation instead of rain drops following the ship. Naval Action has tons of potential. Edited June 13, 2018 by Wind 3
admin Posted June 13, 2018 Posted June 13, 2018 Open world user interface Port user interface Localization Economy and upgrade rebalance Better boarding 3 of which will be deployed within 2 months. 21
Wind Posted June 13, 2018 Author Posted June 13, 2018 (edited) 8 minutes ago, admin said: Better boarding Are you still on track with 3d boarding game that you showed us a while ago? Also, I hope you can somewhat reproduce the way guns are selected and ship is viewed in docks. Nice and clean gun selection, specs and info with a 3d model next to it. Edited June 13, 2018 by Wind 4
Fluffy Fishy Posted June 13, 2018 Posted June 13, 2018 (edited) I'd personally just like to see more ships and some minor customisation features for the ships, like naming, paints, sails and figureheads ect. A more diverse selection of ships in general from different nations trying to highlight their historical strengths and weaknesses of their design and construction doctrines, especially around the 3rd and 4th rate areas. Oh and it would be cool to get a more diverse selection of cannons like the french howitzers and the option to fit your ship with more costly bronze guns, things like that Edited June 13, 2018 by Fluffy Fishy 3
Christendom Posted June 13, 2018 Posted June 13, 2018 (edited) More players More PVE/Casual content to keep people interested More interesting RVR. Not having to grind bots to do it. Restoration of the safe zones and casual player protections Dynamic loot system with ship cosmetic rewards for quests, achievements and player kills. Removal of the marks system. The reward for beating an enemy should be taking his ship and cargo IMO. Edited June 13, 2018 by Christendom 9
Christendom Posted June 13, 2018 Posted June 13, 2018 (edited) 5 minutes ago, Banished Privateer said: What if enemy ship and cargo is useless for me? Removes a reason for me to PvP. Enemy ship when captured gives no PvP marks, so we have a choice. You try to make it 1-sided only. This would presume that our gold has been wiped and you would receive money for the cargo and selling the ship. If PVP marks are the only reason people PVP then I guess that explains why it’s so dead. Also the introduction of fame or reputation would be a good motivator to PVP. There are a million ways to make PVP more rewarding and dynamic in this game, marks was just the easiest one to code. It’s lazy and a poor motivator. Edited June 13, 2018 by Christendom 1
Wind Posted June 13, 2018 Author Posted June 13, 2018 (edited) 7 minutes ago, Christendom said: If PVP are the only reason people PVP then I guess that explains why it’s so dead You build a story first, content around that story and make it live. That is how you ensure population is flowing inside the game and not leaving. Once that is working, you work on pvp and the rest of the things. We have pvp, realistic combat, big world and nothing else. Dog eat dog leaves no dogs to eat. I made a post years ago that pvp players won't be able to pull this game alone. We have 500 strong still pulling, but for how long? Edited June 13, 2018 by Wind 1
Wind Posted June 13, 2018 Author Posted June 13, 2018 (edited) 4 minutes ago, Banished Privateer said: Hauling and selling the cargo is often impossible, because players trade using retarded trade goods. If US trader goes to sell stuff in Charleston, I capture him outside Charleston, I cannot dock there to sell stuff. Selling it in normal port is garbage dirt cheap, not worth it. Then I need to use his trader to smuggle his goods into Charleston which is very risky. That's like 5x more effort needed than sinking him for few PvP marks. If I capture goods used for ship building, it would prolly take me ages to deliver it to my shipyard. Selling it is not profitable. In past I would use free town delivery system, now impossible. PvP pays back for itself thanks to PvP marks. It's unexpected, exciting and never the same. PvE & Trading is repetitive and pretty much always the same, besides the times you get ganked or killed by other player. PvP is mostly dead, because everyone asks for extra safety, protection, reinforcements, towers, forts, immunities and God knows what else. I am sorry, but there will be no healthy hauling and trading until there is an open market and player can see what port/players need in each region. This must be fixed asap. Edited June 13, 2018 by Wind 1
Wind Posted June 13, 2018 Author Posted June 13, 2018 (edited) 29 minutes ago, Fluffy Fishy said: Oh and it would be cool to get a more diverse selection of cannons like the french howitzers and the option to fit your ship with more costly bronze guns, things like that What would be the difference between iron and bronze guns? weight/accuracy bonus? Edited June 13, 2018 by Wind
Wind Posted June 13, 2018 Author Posted June 13, 2018 2 minutes ago, Intrepido said: Really hope you dont stop here. Launching the game without fixing the lacking content is a HUGE mistake.
Norfolk nChance Posted June 13, 2018 Posted June 13, 2018 Better new player introduction Introducing AGONY Tours to [PvP Caribbean] with optional DLC papers Integrated Whale Hunting Mechanic with optional DLC LGV Whale ship Multiple currency options allowing for a deeper economic play More Virtual wenches... 2
victor Posted June 13, 2018 Posted June 13, 2018 17 minutes ago, Intrepido said: Really hope you dont stop here. Launching the game without fixing the lacking content is a HUGE mistake. To invest the resources for creating new contents, they have to get some money first. So I guess some DLCs will come out quite soon.
maturin Posted June 13, 2018 Posted June 13, 2018 1 hour ago, Wind said: 2. Sail colors HMS Drag Queen 1 hour ago, Wind said: 3. Better wind on sails physics. Epileptic jellyfish canvas. 4
Suricato Rojo Posted June 13, 2018 Posted June 13, 2018 1. Names and Clan in OW 2. Fleet details in OW 3. Chat with other players in OW 4. +1500 players 5. Less special events that give prices to same people. 2
Fenris Posted June 13, 2018 Posted June 13, 2018 1 hour ago, admin said: Economy and upgrade rebalance We dont have economy in the game.We haul trading goods from A to B, just to earn money, because we are sometimes bored to grind bots. And that s it. 2
StaleMemes Posted June 13, 2018 Posted June 13, 2018 (edited) I'd like to see more interesting PVE and missions, like attacking settlements, besieging small towns, supporting ground operations, intercepting/escorting convoys, whatever module/wood type nerf, so ships stay closer to their base stats and knowing your ship matters again more control over ports for clans piracy improvements (pirates, possibly with permadeath and infamy for a totally different play style. Also privateers, targeted towards solo players/small groups. (Mercenaries clans can hire to generate hostility on enemy ports, see below) Ditch "pirate nation" as it doesn't add anything new and there are so many other nations dividing up player base switch from pve mission based hostility/port battles to AI merchant raiding/protection based hostility/profitability for ports. Sink lots of enemy ships and you get better window for PB, protect your own shipping to get better income from port and more resource production. Remove random open world AI, except right around capitals for protection. Instead have ships generated by ports, each setting sail with specific tasks. Edited June 13, 2018 by Capt Aerobane 4
Wind Posted June 13, 2018 Author Posted June 13, 2018 (edited) 37 minutes ago, maturin said: HMS Drag Queen Epileptic jellyfish canvas. You got that right. I will be sailing it with my clan, hunting while you wait. Edited June 13, 2018 by Wind 1
Hethwill, the Red Duke Posted June 13, 2018 Posted June 13, 2018 Having a good time in fantasy pyracy with the family roving the sea of thieves. I reckon it is enough and great fun for flashy gizmos. S&B did not buy our heart here at home at all Five things to see in NA - National Economy as opposed to individual captain economy - Captain career based gameplay - artifact modules and janky stuff melted into the crafting system - What you see is what you get combat instance translation ( view range tag with 15 seconds join limit, join only in border ) - OW AI to be proactive versus enemies inside the Reinforcement zones. 5
Tom Farseer Posted June 13, 2018 Posted June 13, 2018 1. UI - to get player numbers up again 2. Rebalance AI-Reinforcements - to keep those new/returning players from dropping out again 3. Upgrade rebalance/ reduce stackability - see reason behind point number 2 4. Rebalancing of SoL attributes (Thickness, HP, Firepower etc...) - Make more ships viable in OW PvP (eg. Wasa) and PBs (Vic/Santi/Buc) 5. "Premium" ships only accessible by ingame currency/special events (hard to balance between useless and pay2win otherwise), provide paints and maybe custom clan flags as microtransactions instead. (6. an Alt-free game - I know, I know... not gonna happen... ) 1
Tom Farseer Posted June 13, 2018 Posted June 13, 2018 4 minutes ago, Hethwill said: - OW AI to be proactive versus enemies inside the Reinforcement zones. Ooooh that sounds nice!
Sento de Benimaclet Posted June 13, 2018 Posted June 13, 2018 1. When we build a boat we can name it and see it in OW.2. Marine life. sharks, dolphins, whales, save survivor shipwrecks.3. Whaling boats, whale oil refinery as an economic option to traders, being able to be attacked and stolen their cargo in OW.4. Attack the towers and forts of an enemy city and if you destroy them, you can loot the city. Depending on the importance of the port, the reward would be in millions of reals of gold, upgrades, expensive merchandise, etc. Anyway, it's really worth the looting. The port on the map would turn red, warning that it is being attacked and looted.5. That after a battle the ships return to port with faults and visible damage, being towed, in the case that it is dismasted by a friendly boat. It would give a nice touch of realism. 4
vazco Posted June 13, 2018 Posted June 13, 2018 I don't need 5, just 1. An ability to have a meaningful and engaging battle 45 minutes after logging in. This translates to: Short term - fix patrol zone roe, close ability to fight next to capitals to redirect everyone to the same place. Maybe create two zones, one without death circle. Long term - link small group RvR actions like raids to economy. 5
Captiva Posted June 13, 2018 Posted June 13, 2018 (edited) Since most wishes have been addressed, I would like to add just one: Make 'Pirate' the only hardcore player choice; removing hardcore status from Prussia, Russia etc. Keep Shroud Cay as their starting free port or change it to La Tortue. Edited June 13, 2018 by Captiva 2
John Jacob Astor Posted June 13, 2018 Posted June 13, 2018 (edited) Regarding the economy comments, if you all want an actual economy then: 1) most everything that is used in player crafting needs to come from sort of player production. What you have now is, for all practical purposes, an inelastic command economy with with resource drops functioning as the production targets. Doesn't work, and only those with privileged access can compete. In this case alts enable a form of privileged access. Which seems to be used to completely airlock certain upgrade commodities. Dynamically expanding the drop volumes in response to player activity might work as an alternative. But my suspicion is that this will create boom / bust waves in the economy. Unless quite a lot of developer attention is devoted to monitoring the results. Player production buildings open the airlock. There is no alt monopoly in cotton. 2) player contract activity needs to be visible without having to visit a port. At a minimum this means having the information on the same footing as the port stock currently is in the trader tool. Edited June 16, 2018 by Marcus Corvus 1
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