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Posted
13 minutes ago, Aldeveron said:


6) Keep the Wiki page up to date - especially regarding ships and their specifications.
 

The wiki is player ran, but it seems to be acting up lately where I can't even log in or folks make new accounts.  Many of us use to keep it updated but we stopped cause of how many changes been going on and well lack of interests.  I use to update a lot of the ship info right after patches but as state log in is messed up on it for some reason.  The creator of the page no longer plays so not sure if it's something he can do on his part.

Posted
1 hour ago, admin said:

Your statement is incorrect and is easily disproved. 
Peace server is for peace loving people. Since descriptions were added Peace server gets more people than PVP server and its online is steadily rising.  In fact in December during the winter sale 2x more people were choosing peace server (2x more new accounts were created from new buyers- unique steam IDs).


We have the game suitable BOTH for fighters and other players including very casual people who can capture everything from the NPC and get all the resources in the admiralty. And players make this choice every day without trying mix oil and water.

If this trend continues there will be 2500 players on the peace server and pvp server will continue to stay at 400 online due to the people like you who instead of promoting and advertising healthy pvp to newcomers constantly complain about mythical creatures like casuals on the WAR server (who all already left to Peace)

 

 - Keep casuals in the game - Give them the way to play safely
Peace server properly advertised and all content is made accessible there, all casuals move to Peace server.
-  NO   NoT like that.

- Give players some motivation to pvp
Best ships moved behind pvp wall and are only accessible through pvp
- No  Not like that

 

The problem is you are treating the issue as though the players are either hardcore PvP'ers or straight PvE'ers and totally missing probably the largest group who are looking for a mix of PvP and PvE. People do not have the time to operate on both servers and do the grind on both, maybe if you allowed that rank and XP be the same on both servers and that ship slots unlocked applied to both servers and crafting rank applied on both servers then you may find that people would do as you suggest and only be on the PvP server for PvP.

  • Like 9
Posted
18 minutes ago, Archaos said:

The problem is you are treating the issue as though the players are either hardcore PvP'ers or straight PvE'ers and totally missing probably the largest group who are looking for a mix of PvP and PvE. People do not have the time to operate on both servers and do the grind on both, maybe if you allowed that rank and XP be the same on both servers and that ship slots unlocked applied to both servers and crafting rank applied on both servers then you may find that people would do as you suggest and only be on the PvP server for PvP.

I have to highly agree with you that it seems they look at both sides of the extrem and not the middle.  Hard Core PvPers are only prob about 10% of the game. Hardcore PvErs are prob about 10% by the looks of the PvE only server.  So why aren't we makeing the game for the middle 80% of the players that make up most of the population?

One way they could do this since they plan to add more ranks is make it so that 1-10 cross servers.  Than have the 11-15 (if there is 5 more ranks) only towards that server.  So you have to actually play on that server to gain max ranks.  Does any one know if the Final Exam effects both serves since it's tied to your steam?  That would be another way to encourage folks to play on both.  I honestly don't see a pure PvP server working unless it's NA:L for those that want the duel/battle rooms.

  • Like 4
Posted

An admin write....

 

Hot fix 30.1 is being deployed today

    • Best ships in every class will now require permits to craft them
      • Reason for this change is simple: the only way to make certain ships rare is to get them attainable only through certain activities important to the game. (this does not apply to Peace server as all ships are capturable there)

 

So that mean the best ship for the best player's only .....And really best player's don't need that to be the best ....

The server need player's and with this kind of choice this game will stay with his 300 average player's (100 newbee's and 200 hard core gamer's).

Your test panel of player's is not representative.....

Why all this money ..Real's , now useless doubloon , Combat medal's , victory mark,s etc etc

A single money giving acces to all will perfectly work .

Lord defender give every week's reward in  this money...

PVP Kill give more than PVE etc etc 

Make rare stuff very expensive but affordable for all....

By this way you won't have player's feeling that some content's is not for them and instead of leaving the game they will perhaps sail a little big more giving to PVP hard core  player's who manage dev's ,the opportunity to sink them.

It's an open World so everybodies should play as he wishe. If you got 1000 player's in this open world , hard core PVP player's will stop crying because they don't find target and Dev won't have to find artificial reward's to encourage PVP.

Cheer's

  • Like 2
Posted
36 minutes ago, Sir Texas Sir said:

I have to highly agree with you that it seems they look at both sides of the extrem and not the middle.  Hard Core PvPers are only prob about 10% of the game. Hardcore PvErs are prob about 10% by the looks of the PvE only server.  So why aren't we makeing the game for the middle 80% of the players that make up most of the population?

This is truly one of the biggest issues in the game.  Instead of driving players away from the War server, we should be encouraging them to stay.  Make rare items less rare and you will bring more people into OW.  The exclusivity of ships/mats/mods etc is making many people bitter. We seem to be making the War server only useable for the top tier.  

  • Like 2
Posted
4 hours ago, admin said:

instead of promoting and advertising healthy pvp to newcomers constantly complain about mythical creatures like casuals on the WAR server (who all already left 

Is ganking what we call healthy pvp nowadays? 

Posted
24 minutes ago, Mr. Doran said:

Is ganking what we call healthy pvp nowadays? 

Ganking is part of the sandbox. It's either a lobby game or sandbox game. I don't like all the artificial pvp zones we currently have. I would rather a lobby game but if the game is trying to be a sandbox it should be one. Right now we don't have freedom. That is why I liked outlaws as pirates. It was proper sandbox. Kind of like the first version of naval action open sea. I know you yourself never liked sandbox but I think even you would rather real sandbox over the current artificial sandbox/lobby mess we have atm. 

  • Like 5
Posted

There  is no disagreeing that ganking is part of a sandbox. Even with two minute timers ganking is to be expected; the only difference is that two minute timers made getting ganked and ganking a fair proposition. Equitable ganking to say. All we have now is a pure gankbox driven by gankbox ROE. Its not that ganking should not be part of the sankbox. It is that ganking is the sandbox right now. 

  • Like 1
Posted
15 minutes ago, Mr. Doran said:

There  is no disagreeing that ganking is part of a sandbox. Even with two minute timers ganking is to be expected; the only difference is that two minute timers made getting ganked and ganking a fair proposition. Equitable ganking to say. All we have now is a pure gankbox driven by gankbox ROE. Its not that ganking should not be part of the sankbox. It is that ganking is the sandbox right now. 

True. In my opinion 2 minutes was always ok. It made sense that only ships in visual range or good wind could join. Some didn't like it I think. The only roe people really hated was the 30 minute join timers of the zones. It's purpose was to encourage pvp by letting more and more people undock and come help in battles. Only works for one side I guess since I never ask for help in nation chat and assume alot of people don't. Our Danish nation does not have many players so the roe only favors the ZERG. 

Safezones have ruined the solo frigate players content of killing traders etc. In my opinion the defenders battle should stay open in their safezones but ai reinforcments should be removed. Ai is doing the players job and that is bad. I don't care if a few noobs complain but in the past coastal patrol provided hundreds of people pvp. Now f9 does all that. Safezones are needed but should not be 100% safe on a war server. I don't know why the devs have not considered this option. 

  • Like 1
Posted (edited)
30 minutes ago, Wraith said:

Cheap, competitive ships, with lower barriers of entry to everyone drives up PvP.

I don't think that is true. I've been playing this game when ships were cheap and expensive. It's pride more that ship costs that stop people from risking to much. Pvpers don't enjoy sinking. They don't like seeing their name next to a red sank on the screenshots. This includes me but I admit it at least. This is true in real life too. Kill death ratio was always important and that is why I would never want the devs to add the stat. No good comes from k/d ratio bragging. It kills games like battlefield were you just need to risk and plant bombs :)

Edited by HachiRoku
  • Like 1
Posted

Longer trade routes don't provide more pvp. The most raided trade route on the server was most likely pedro cay to kpr. It was a 5 minute sail but probably the most dangerous 5 minutes of naval action there was. It was fun. It was a small area where pirates knew there would a ship coming out of there any minute of the day. Longer routes could work for more players to be fair. The issue is when naval action is released and we get more players how long will it stay that way? A month, 6 a year? Its not the kind of game that attracts a large scale population. 

It is not just about reinforcements you are right. There are loads of ways to improve it but I think AI should not do the work players enjoyed doing. The brits loved it and people came to KPR because the brits gave them the fight they wanted. I played for GB for about 2500 hours in this game and they always loved coastal patrol even if they were hammered alot. 

Posted
Just now, Wraith said:

Alternatively, you scale rewards to promote better players to seek out better players

+1 ive asked for this but admin said it would be hard to implement. Love the idea of this though. 

  • Like 2
Posted
On 3/1/2019 at 8:38 AM, Mr. Doran said:

And to add insult to injury making all ships one durability probably did not help. People did not PVP when we had three or more durability ships. I do not know who thought people are going to go out and suddenly fight with one durability. 

Posted
1 hour ago, Wraith said:

You forget ship costs were also scaled down by a factor of five. One dura ships make capping ships matter. 

Instead, we should have no-ship-loss (with full hold looting) PvP zones between the no-PvP and full-PvP zones.

and we have books now that outperform perma mods. Durabialty had no effect on pvp. loosing 1st 2nd and 3rd rates matter less. 

  • Like 1
Posted

I have a question. What is the point of forcing storms in areas of interest on PvE? What is it supposed to add in terms of fun, enjoyment, or challenge? Please explain?

Last week : Shipwreck event, I jump in my traders and rush towards the zone. Storm, can't see one ship lenght away. I have litterally LOST one hour and a half circling around, only to find nothing and to return to port, frustrated by such poor ingame mechanisms.

This evening : Patrol Area. Found one ship because I was lucky. Then? Circled for one hour and a half AGAIN finding absolutely nothing. Sailed from La Nav, to St Nic, to Puerto Escondido numerous times, for 1h30, and found zero targets thanks to the weather.

So please, explain, what is the point of those forced storm areas? Is that supposed to be fun? Because I'd love to understand where the fun is.

  • Like 3
Posted
20 hours ago, Sir Texas Sir said:

But the problem is your going to both sides of the extreme.  Peace server is there for any one that wants ZERO PVP.   War server is a PvE/PvP server for those that want both...it is not a PvP only server.  So you should still allow areas for folks to level up and casually play the game and than the majority of the map is for those that want to live the life of a risk.   The reason numbers are going up on the peace server is folks are getting tired of the stupid trend to push for a hard core game and force folks to play that style.  YOur never going to have big numbers when you force folks to do things.  How you get them to do those things is by having low risk low reward sections (the Green Gank Zones which should be full safe zones) and by having HIGH Risk, High Rewards (your OW PvP areas).  Capital zones should not be the PvP hunting grounds for vets.  If some RA casuals wants to grind in peace they should be able to, just give him crappy loot tables is all so he can't get any of the very good books/rewards to drop. If he wants those than he has to go out of the safe zones.  

I'll be honest if Peace server had better contnet like say we cant flip neutral ports and own them for a short time, but map reset every three months. You would get more players interested in the game on that server cause it gives clans a puprose and goal instead of just killing AI.   Hell I would prob get active over there, but the thing is even those casuals and new players on War that like PvE a lot, like to WAR too, but they want to do it on there terms when they have more time to do it and not forced to do it.  Just like the PvP gankers like to only fight on there terms and with easy targets around capitals instead of fighting each other.  How about forcing those PvP gankers to fight each other intested of forcing the casual PvE guys to fight on the PvP gankers terms?   I also don't know why some folks have so much hate against PvE/RPers and such....it's not like they are effecting your game. It's like if you take away there happeniess than the PvP ganker is happer....or more like the bully that gets pleasure out of beating up the school nerd or drama actor.   So is it a good thing to encourge bullies style of game play?  

Oh and I bet you more mythical casuals left the game as a whole, instead of just going to peace servers. I know a lot of guys that love trade and crafting that have left the game instead of moving servers.  Mainly cause they do like the war part of the game too, just don't like being forced to play the game for a few dozen guys that refuse to fight each other.

May be if we write all of this, 1000 times more, than may be, just may be one time, it enlightens... 

I see no right of blaming players who are playing in the world created by yourself. It is your world, you have created every piece of it, you have decided, undecided, decided to decide again on all the rules which creates the eco-system. So you can not blame wolves, you can not blame sheep, blame yourself. 

Still instead of some damage done, some good content is on the horizon, with adding good content, if ecosystem is balanced, glory will be close.

Posted (edited)
16 hours ago, Mr. Doran said:

Is ganking what we call healthy pvp nowadays? 

 

 Ganking seems only to be ganking when a player is being ganked, and not vice versa. 😂

I do think the light ship attack to hold while excessive rienforcements are called with long join time for lower BR is an issue though.  Was better when was a straight 3 mins so you made it or didn't,  rienforce zones have their own mechanics ofc which is risk of fishing in area's close to capital ports.

Edited by Dibbler
Posted (edited)
On 2/28/2019 at 11:50 AM, admin said:

Changes to rare woods spawns and access

  • Rare woods resources now only have limited trading spawns in the Carribean.
  • Rare woods forests can now randomly spawn somewhere in the Caribbean in limited quantities. (can be fully exhausted)
  • These rare woods now can be received by clans using delivery missions
  • Сlans and clans on their allies list have access to these missions
  • Getting rare woods by using missions reduces their supply. One supply is fully cut down the forest will spawn elsewhere in another port. 
  • Rare woods are: Live oak, white oak, bermuda cedar, teak, mahogany, caguarian, sabicu.

 

something not clear at all @admin.

this change means that rare woods will be only available with clan missions or there will be always some ports that drop woods like before patch?

if yes, those ports will change after a while or will be always the same?

for example, WO clan mission are at Maracaibo and little river and a port that drop WO is nouvelle- orleans....clan mission will change spawn once wood is depleted, but what about nuovelle-orleans dropping WO? will it change as clan mission do?

Edited by huliotkd
Posted

Thinking about Ranks --

why not introduce regions depending on ship rates -- maybe let the capitals be a region of 7th-6th rates, then in some distance to capitals strew in regions of 5th to 4th rates and then in greater distance 3th to 2th rates and some rare regions (maybe with most interesting resources) for 1th rates.

Players can choose a region according to their rank and can be sure to find there quickly an according npc opponent or according missions. Newbies stick to capitals and can easily level up, then shift to the next region. Experienced players head for better regions with better resources and leave newbies alone. Regions levels are visible on the map for everyone.

Let players build ships everywhere and make own resources availiable everywhere. This would allow to be more flexible, clans can make surprise attacks more easily and in shorter time and this would add a great deal of suspense & excitement to gameplay overall.

  • Like 1
Posted

here is some feedback- I am sure its similar to others--

-dubs are almost worthless- they can not purchase much and when you do, the amounts required to spend is very low

- delivery missions are good- but you can earn higher rewards faster by sinking NPC's

- reals are time consuming to trade and earn- again, its usually faster to cap NPC's and sell them

- rare woods are a little too rare- hardly anyone is making ships if you don't have the "good wood"

- combat medals are worth too much- they require a high investment in risk and time, you generate them slowly and the amount required to purchase things is too high

- the high worth of combat medals encourages seal clubbing just to rack up kills to finish the mission- combat medals should be given out for all PVP kills-- except. we already tried PVP rewards and that didn't work out well either-- 3 currencies is not a good idea- we tried that already

- you turned the damage model up to 11- should have only turned up to around 9- but overall the increased damage is good as it reflects on SOL being more powerful, as they should be

just one dogs opinion--- 

  • Like 2
Posted (edited)
On 3/9/2019 at 12:11 PM, admin said:

Your statement is incorrect and is easily disproved. 

 

It's not, since - as other players have told you - you do not take in consideration that there are a lot of people that like some PVE and some PVP in the same game with the same character on the same server. THAT is what makes a game a good sandbox MMO. 

You tried to make two separate games out of one, but - in doing that - you pleased just two kind of players: die hard PVP and deep carebear. What I always suggested is making just one game that can please both needs of players, so you can keep in the game not only the two kinds of players mentioned above, but also all the players that lie in the middle of the two extremes.  

In another so called hardcore MMO , when I wanted PVE (that is in game money) I jumped in my Golem and go level 4 in high sec, then I wanted PVP and I jumped in a clone close to the gates to low level system, where I had a hurricane/brutix and I go pew pew. Then I took a look at my eco alt in Jita 4.4 and did some trading there or crafted ammunitions for my ships. And this was possible in the timeframe of one hour or two: same player, same game, same server. This freedom of choice kept me playing that game for a lot of time, also paying a monthly fee.

Your "all or nothing" view is not good for this game in my opinion. With a different approach Naval Action could have been much more than what it is now.

That's why I still post here. I hope you will get (or at least try to see) my point one day. That's all.

 

 

Edited by victor
  • Like 6
Posted

I must say that for the moment, I am 100% disappointed with this game, since the last eco patch. I spent a very sad week-end in game. I won’t defend Roseau right now, I am 100% bored off.

Trading might be something, but I don't want to afk cross through the map to earn, perhaps some reals… The too many currencies in game make my playing motivation sink. Why playing for reals, because after that I will be short of doubloons… Or I have again to consider this game as a full-time job, and try and earn doubloons in the Morning, reals just after the reset and PvP marks in the evening…

Wood for ship replacement voluntarily wiped from game, to create action (LOL). Same as Cartagena, the “good” ports will be rapidly taken by the ZERG nation at a moment of the game, all players going to this nation in a couple of weeks, or placing alts there. End of action. When another nation will try to take it, all other nations will screen, to prevent the “good” town to be taken, to prevent resetting all alts nationality. This will not work, this was ever tested.

Lack of wood the be competitive will reduce PvP, action, and pleasure to play Naval Action.

  • Like 3
Posted

I feel like most organized groups don't really feel like starting up the Econ / RvR machines again, considering it will all be re-gone in a few months. Personally I'm not spending any time grinding reals to collect ressources, instead just use the ones I got left

  • Like 6
Posted

@admin

i like the idea with the rar woods but the prices are a little bit high. 15k doubloons are enough for 5k logs. 

 

Are there any missions with cartagena tar, copper ingot and swedish carpenter?

Posted
13 hours ago, Liq said:

I feel like most organized groups don't really feel like starting up the Econ / RvR machines again, considering it will all be re-gone in a few months. Personally I'm not spending any time grinding reals to collect ressources, instead just use the ones I got left

This I feel is the biggest problem currently, and it means the economy is not being tested properly.

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