Suppenkelle Posted October 4, 2018 Posted October 4, 2018 11 hours ago, admin said: compass wood is no longer part of the BPs.. insert Thank you GIF
Koltes Posted October 5, 2018 Posted October 5, 2018 (edited) 11 minutes ago, Sir John said: I do not think this picture has been brought up yet in this thread... please correct me if I'm wrong But, how absolutely wonderful would this be! Seems to work well with all the suggestions here Beautiful suggestion thank you! I would also love this approach like it was used in the Heroes of Might and Magic series of games where you manage your town just like you suggested. This would make port management very unique for all nations (just change the background picture) and more immersive. Edited October 5, 2018 by koltes 1
𝕿𝖎𝕸 𝕸𝖆𝖆𝖘 Posted October 5, 2018 Posted October 5, 2018 (edited) думаю, китобойные суда нам нужно, точно так же, как киты ..... A pirate. Edited October 5, 2018 by TiM Maas
Busterbloodvessel Posted October 5, 2018 Posted October 5, 2018 needs tow to port. there is enough boring grind in this game Buster
Cmdr RideZ Posted October 5, 2018 Posted October 5, 2018 (edited) On 10/3/2018 at 12:11 PM, John Waveland said: Port camera could be locked to this point of view. Don't see it mandatory but this has a good background vs your ship for good contrast. There could be a button to build your buildings, then it turns the camera 180 and you can see your building appearing to the port, a 3d model. Ship Store window; I would like to see most important ship statistics directly, without hovering my mouse over each one to see the stats. Wood types, upgrade slot counts, etc. could be directly there. Make a fixed screen with fixed elements so yo have plenty of space to do it. Also if I select a ship it could show its statistics there. When I hover on another ship I can easily compare ships. The same screen could also show my current ships, makes it much more clear if I am planning to sell ships, or compare what I have now and do I want to buy something different, etc. Those 4 ship buttons + warehouse + upgrades/books window can be visible at the same time in one window. Really not fun to organize all those windows nicely on the screen and click all buttons needed to open those. User eXperience is not good, even slightly annoying to use as you can directly see and feel how much better it could be. Fixed elements for warehouse and upgrades could be a thing. Like in the earlier UI, which was not perfect but much more usable than the new one. Old one could have better UX as well. Shop screen should have all the things visible that I can buy AND sell. Everything related to shop. Not so that I click million buttons to open million windows, then I organize those that I can see all info I am interested. Not sure if you know @admin, but.... KISS = Keep It Simple, Stupid Edited October 5, 2018 by Cmdr RideZ 2
admin Posted October 5, 2018 Author Posted October 5, 2018 Some news Warehouses and holds will move back to sortable grid view. List looks great (like the old goods journal) but is sometimes inconvenient (especially on small screens). 18
Teutonic Posted October 5, 2018 Posted October 5, 2018 56 minutes ago, admin said: Some news Warehouses and holds will move back to sortable grid view. List looks great (like the old goods journal) but is sometimes inconvenient (especially on small screens). Awwwwwww yeah!
jodgi Posted October 5, 2018 Posted October 5, 2018 1 hour ago, rediii said: why not change the buildings to a decent level? Sure they can. Where on the priority list should they put it?
hoarmurath Posted October 6, 2018 Posted October 6, 2018 dooblons Dooblons should always be taken from money chest, currently, you may have to have them in chest, in warehouse or even in hold depending on what you need them for... Crew upgrades When you learn how to craft a ship upgrade, it's pretty simple. These upgrades depend on workshop, you learn them, then open crafting window, click on workshop, and you have your new craft available. However, when you learn how to craft a crew upgrade, that depend on academy, it doesn't work the same way at all. There's no crafting option in the academy, so you have to go click the "all blueprint" button in top left of crafting window, and that's the only place where you will find your crew upgrades crafts. It's totally counterintuitive, it should work the same as other crafting. Max collect button Currently, the max button in collect window doesn't give max output possible. I'm still trying to figure why, but even it seem as if it was using different values for lh/reals cost than what is really used. Permits Since the cost of the ship now include dooblons in the base blueprint, what's the point of adding another dooblons cost with permits in admiralty? Trim and wood choice memory When crafting, you sometime have to close and reopen the ship final crafting window several times. Problem is, the choice of trim and wood are back to default every time you reopen that window. It's quite easy to miss it and craft a fir/crewspace instead of what you were intending to craft. It's always a waste of ressources, and some of them are hard to gather. Your last choice of trim and wood should be remembered by the game when you close the crafting window, so when you come back, you still have your choices actives. Cannons It was already told, but we should have really a way of knowing what guns a ship can mount even if it already have guns mounted. Also, in forge, we have no information about guns class. Either we need to get rid of the gun class system, or we need this info added in forge.
admin Posted October 6, 2018 Author Posted October 6, 2018 3 hours ago, hoarmurath said: Crew upgrades When you learn how to craft a ship upgrade, it's pretty simple. These upgrades depend on workshop, you learn them, then open crafting window, click on workshop, and you have your new craft available. However, when you learn how to craft a crew upgrade, that depend on academy, it doesn't work the same way at all. There's no crafting option in the academy, so you have to go click the "all blueprint" button in top left of crafting window, and that's the only place where you will find your crew upgrades crafts. It's totally counterintuitive, it should work the same as other crafting. Cannons It was already told, but we should have really a way of knowing what guns a ship can mount even if it already have guns mounted. Also, in forge, we have no information about guns class. Either we need to get rid of the gun class system, or we need this info added in forge. Crew upgrades (upgrades representing people or crew members) Will fix soon- we did not prioritize this high enough Cannons installations and usability High priority - an elegant solution to all cannon problem will be provided some time next week. All cannons slots and store will move to calibers - classes are getting abandoned. 12
admin Posted October 6, 2018 Author Posted October 6, 2018 3 hours ago, hoarmurath said: Permits Since the cost of the ship now include dooblons in the base blueprint, what's the point of adding another dooblons cost with permits in admiralty? we dont know the plans for permits for now 2
woodenfish Posted October 6, 2018 Posted October 6, 2018 Am I just missing the mint building - or isn't it available yet? 1
AngryPanCake Posted October 6, 2018 Posted October 6, 2018 Hello everyone, Been away for a while and came back to a new test UI. The game looks great! So far, the biggest improvement I find is the ability to access multiple holds, the shop and one's warehouse without having to go back and forth between tabs, from the main ship hold to the fleet ship hold, back to the shop then the warehouse...etc. Very very helpful. Also another thing I thought was a good addition is the real time max speed calculation depending on your hold load out. The more stuff one puts in a hold the slower the speed, but now we can actually see what the max speed is going to be. Great feature. To me the feature that really made me happy is the ability to see the selected ship docked in port. In the past, I had to select a ship then sail to get into the OW to look at the ship I selected, now I can see her right there docked in port view. The simplified crafting, not too sure about it as it is right now. It's just too simplistic. I understand this is primarily a combat game that does not need an overly complex crafting system, but for the PvE server this is might be a bit too basic as far as crafting materials are concerned. This shows how the max speed goes down when you add cargo into the hold. Great piece of info. Not sure if it was intended for testing only, but Rum comes in casks and takes up space and weight in hold. Here, as you can see I have fulfilled part of my contract, but the button to redeem what I have already purchased is no longer there. I can't get what I have purchased and am forced to wait until the whole contract is filled. I think one should be able to acquire what is already there even at the loss of the whole contract fee for not waiting until the contract is completed. 3
Jan van Santen Posted October 6, 2018 Posted October 6, 2018 (edited) 3 hours ago, AngryPanCake said: Here, as you can see I have fulfilled part of my contract, but the button to redeem what I have already purchased is no longer there. I can't get what I have purchased and am forced to wait until the whole contract is filled. I think one should be able to acquire what is already there even at the loss of the whole contract fee for not waiting until the contract is completed. "Cancel" button than you can claim unfullfilled contracts. Needs to be changed anyways imho. My question: any chance we get some piastres by hotfix ? eg as redeemable ? I bought a bluprint for dbl only to find I couldnt craft the upgrade bec it needs piastres. My suggestion: Harbour has 3 buildings as symbols. I would suggest to have only 1, the warehouse. Craft could be better symbolized by a tool, eg a hammer. And for admirals i would use the silhouette (head) of an admiral (eg Nelson) Edited October 6, 2018 by Jan van Santen 1
AngryPanCake Posted October 7, 2018 Posted October 7, 2018 Would it be possible to add the gun/carronade class to the craft information? 1
jodgi Posted October 7, 2018 Posted October 7, 2018 47 minutes ago, AngryPanCake said: Would it be possible to add the gun/carronade class to the craft information? It's decided we're going to do away with class and list poundage instead. 3
Sir Texas Sir Posted October 7, 2018 Posted October 7, 2018 42 minutes ago, jodgi said: It's decided we're going to do away with class and list poundage instead. It was kinda funny how fast that one got decided. I always hated the class thing too, as it was a pain and every one organized there guns by lb any way. The only cannons it's going to effect is like the POODs or any new special that aren't true 24's but are in the same class as the 18's. Maybe we can have a second for special armament in the menus.
Aquillas Posted October 7, 2018 Posted October 7, 2018 I have some Nassau Quartermasters. I purchased the blueprint for Nassau Borders, wiche requires 5 Nassau Quartermasters, 5 piastres and some labour hours to craft one upgrade. @admin The question is: where can "piastres" be found, purchased or crafted? I did not found the way in game to get some...
Aquillas Posted October 7, 2018 Posted October 7, 2018 Another small thing. When you repair a ship in port, you Don't know the cost for repair before, you jut see you money account decrease. 2
AngryPanCake Posted October 7, 2018 Posted October 7, 2018 3 hours ago, jodgi said: It's decided we're going to do away with class and list poundage instead. Thanks for the answer. Small changes like this one make the game a whole lot user friendly! On the other hand, does anyone know what the number on the Hold icon mean?
John Jacob Astor Posted October 7, 2018 Posted October 7, 2018 On 9/26/2018 at 1:59 PM, Captiva said: Beautiful artwork as usual! Here's few things that I noticed. 1. The 'snap to grid' when equipping cannons seems imprecise. I had to try a couple of times before they loaded into their slot. 2. Could we please have the compass/wind indicator while in port? Please?? 3. I agree wholeheartedly with Koiz and others who have noticed the utter silence when in port. At the very least we should hear shoreline waves breaking, seagulls and other signs of life that one hears at a seaport. Seems a bit odd that I have a moving ocean and ship at a dock while in port but I can't see the storm in the open world or the wind direction. Even walking between the buildings of a coastal town I would have some sense of this. A static image would actually feel less strange.
Guest Posted October 7, 2018 Posted October 7, 2018 6 minutes ago, John Jacob Astor said: A static image would actually feel less strange. Open up all the tabs, size and blot-out the harbour view.
John Grimes Posted October 7, 2018 Posted October 7, 2018 So, with one post I will relay my own judgments of the upcoming new UI as well as some thoughts on the present Alpha. First, while I attained the rank increase and crafting level required I saw nothing to notify me that I have received the "Christian" 2nd rater promised to those of us who did this. The overall appearance of the new UI is grand, and my congratulations on the textures and fonts utilized. A job well done to all involved. The new UI is not the most intuitive to navigate but is easily learned so should be welcome by most new players. The drag and drop worked well with the new graphics applied, though seemed a bit slow to change on-screen. I noted that no gold or silver ore graphic showed in the listings but simply assume someone is still drawing this. The ships distance from the dock while in port is understandable since it would need to allow for larger ships than I commanded during my test play, so again, well done. Storms at sea causing the loss of lower gun decks usage has not been reimplemented, which to my mind is unfortunate. Storms in OW causing rigging damage or course changes has not been implemented, which would enhance our OW play in my opinion. The overall increase of time to repair using hull/rig repairs would be more realistic. The use of hull/rig/rum only after a fight in OW would also be a welcome change. A limit to shot and powder would be welcome and more realistic. A more dramatic flame and smoke effect to both the burning ships and the explosion of a ship would be welcome. The overall Port Battle mechanic remains the same after the patch which seems a bit dull. PB's should be able to occur shortly after Hostility has been raised. PB's should involve a fight in One Larger circle instead of three smaller and should culminate in the Attacker having to "board" the actual port and fight a "boarding" style battle with AI port defenders to finally take the port. This, again, would be more realistic and require attackers to focus on leveling the fort defenses to reduce the AI Defenders, as well as require conservation of shipboard troops (marines) prior to the taking of the port. I should also like to see the Boarding Action have timers on each individual action showing me how long I have to give an order before it "gray's out" and cannot be used. Finally, Pirates should be Pirates, not just another Nation. Pirates should be allowed to "overcrew" or even "up-gun" a ship, perhaps at cargo space cost, and should receive perhaps Preparation or Morale perks going into a boarding, but Pirates should be limited to one Outpost per player, and no harvesting or mining possible. Pirates should be able to board and capture any vessel with no limit to class, but should not be able to craft ships. Pirates should be able to "Raid" ports but not conquer them. Pirates should have no Admiralty. Pirates should not be able to form Clans. In this way, Pirates would operate alone for the most part or joined together only briefly to prey upon weaker merchant vessels while being forced to steal ships and modify them or crew them to their own goals. The Pirate player would live and work as a Pirate did, and so more realism is added. Single Pirate's, instead of Pirate clans, would become infamous, and be the threat to Merchant vessels that fled from Nations Naval forces as they did. These thoughts are intended for game developers and managers, and not intended to begin any boring debate here in the forums of what should or should not occur in the future of Naval Action. I thank those of game-labs.net in advance for their time and consideration. Commodore John Grimes, NA-USN, commanding USS Blunder. 1
cmdrbobcito Posted October 7, 2018 Posted October 7, 2018 The new UI is very helpful in many ways, but I'd like to have information on the BP's regarding required Craft level rather than just having a group of BP's active when you reach that level. This would be mostly useful for new crafters... Overall happy with the changes and additions. Especially like the ability to check ship stats between woods and trim selected prior to crafting the ship...good job...
Thonys Posted October 8, 2018 Posted October 8, 2018 (edited) On 10/6/2018 at 11:32 AM, admin said: we dont know the plans for permits for now @admin well assigning your own officers, as a commander of your ship did not need the approval of the Admiralty the" big boss "(at least in the old days [nobel man])always choose his own commanding officers also, the fact that the big boss has to pay(50cm) for an officer assigned by the Admiralty is strange... (most officers were trainees on board and become officers by talent) personally, that particular perk reset permit (50cm) can go overboard, freedom at sea is a part of live for the captain, following orders is a government choice to follow Edited October 8, 2018 by Thonys
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