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Seasonal Update: Treacherous Waters - Preliminary information


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Posted
31 minutes ago, Gregory Rainsborough said:

Admin would it be possible to not remove the wind gusts when reaching port? So that we keep them the next day until maintenance? That way people can map the day's gusts and it'll save printscreening constantly.

I was under the impression that once "mapped" they should be there permanently...

but I was disappointed - when you dock you lose them, when you log off, you lose them.

that's not "everyone can see them."

The Trade winds should be permanently shown to everyone, I just wish they were a "zone" like the patrol zone circles. I also want to repeat what others have been saying - I wish you would lose the bonus when you reach land in your view range or when a player comes into view.

  • Like 2
Posted (edited)
3 minutes ago, Wraith said:

all while binge watching Lifetime shows with literally no risk

At least watch sports..fer gawds sake! (Rugby World Cup got me killed last week!)

Edited by Angus MacDuff
  • Like 1
Posted (edited)
12 hours ago, koltes said:

Also how is solo player gonna survive? 

Buying DLCs? Or maybe naval action 2 (and I'm not kidding here … think about it twice and you realize why).

Edited by toblerone
Posted

They should remove the ability to tag while under the effect of speed boost. Introduce a way so you can remove your speed boost before tagging so you are at normal OW speed for your ship before you can tag.

  • Like 1
Posted

An alternative to current wind gusts. They should be by zones and limited to those zones. Not by time. With random positions and should not be visible. The wind improvement would be automatic, when the player joins those areas, without player intervention except to change that speed. Likewise, strong gusts at full sails should be able to destroy the rigs and sails. A gust of wind is not steady. its changes continuosly and must not affect everybody in the same way.

  • Like 1
Posted
On 10/22/2019 at 3:34 AM, admin said:

Finally the update is almost here.  

  • Loki Rune
  •  
  • Other changes
    •  
    • Overloading is not allowed in battle instances

 

 

  • Loki Rune could be fun if it would load you into the most recent started battle. Twice I was loaded into a NPC ship that was almost sunk already taking on water. Very boring.
  • Removing Overloading makes it impossible to take any loot because the Split function does not work while the cargo is on enemy ship. So, from now on, all this promotes is ganker trader hunters to always sailing a large ship and attacking small traders, or capping the trader and not receiving a point for any kill mission. Not fun.

Please, fix the Split on Enemy Ship function or give us back Overloading.

  • Like 2
Posted
18 minutes ago, van der Clam said:

Removing Overloading makes it impossible to take any loot because the Split function does not work while the cargo is on enemy ship. So, from now on, all this promotes is ganker trader hunters to always sailing a large ship and attacking small traders, or capping the trader and not receiving a point for any kill mission. Not fun.

You can change your ship with the captured one, sort loot and then change back to your ship and sink the captured one. And it is counted as kill now.

But I agree, we should be able to split and sort out loot in enemy hold.

Posted
1 hour ago, Teutonic said:

The Trade winds should be permanently shown to everyone, I just wish they were a "zone" like the patrol zone circles. I also want to repeat what others have been saying - I wish you would lose the bonus when you reach land in your view range or when a player comes into view.

It looks like we are introducing magic to a game of Naval combat... I don't like it.

Posted
8 hours ago, DreadPirateBob said:

 

Let's go with a low-end estimate of 2 L'Oceans, 2 Bucs, 2 Wasas.  2x9,000 + 2x7,000 + 2x2800.  You're risking 37,600 doubloons worth of ships (plus ~2.5 hours of your time) for 30k dubs.  You also have to safely bring that chest back to port.

 

You can capture 6 first rates and destroy any elite enemies with ease. 
Cost = FREE!
One guy finished the raid SOLO yesterday. 

 

 

13 minutes ago, Tortue Agile said:

It looks like we are introducing magic to a game of Naval combat... I don't like it.

Wind gusts are not magic. 
You should read this book 
https://www.amazon.com/Deep-Sea-Sailing-Errol-Bruce/dp/B003X5SPQA

it has a whole section on wind gusts and its irregularity. 

  • Like 1
Posted
58 minutes ago, Thorka said:

They should be by zones and limited to those zones. Not by time. With random positions and should not be visible. The wind improvement would be automatic, when the player joins those areas, without player intervention except to change that speed.

100% agreement. I find it bewildering that we can see sail icons on the map that indicate where the wind gusts are located, but have to use a perk to see our ship location. Pretzel logic.

Posted
4 minutes ago, Captiva said:

100% agreement. I find it bewildering that we can see sail icons on the map that indicate where the wind gusts are located, but have to use a perk to see our ship location. Pretzel logic.

Star navigation is a more complex skill and requires a per point
Seeing a particular cloud, or wave irregularity (or darker spot) at distance just requires establishing visual any sailor at top mast can do it. 


It is very interesting that you object this mechanic while accepting pressing W as a command to set sails and saying that having teleports is a great compromise.

  • Like 2
Posted

The gusts are a bit arcady as its been implemented using the existing functionality. I would have preferred zones where you pick up the wind in a particular direction. But having said that I actually quite like it so far:

It rewards non-afk sailing. It means you are not 100% safe in fast ship. Reduces length of boring A2B sailing journeys (makes it easier to get to Gulf to sink Russians). Increases likelihood of meeting other ships in open sea.

Loki and logbook seem fine

  • Like 3
Posted

So I logged in last night. I didn't have a huge amount of time, so I think I got about 90 minutes in.
 

In that time, I sank 4 PvE ships. A Belle Poule, and a fleet of 3 3rd rates. I got about 3,000 dubloons out of it. The BP gave around 700, and 3rd rates gave the 2,300. I also got a solid book out of it, and a few useful upgrades. And unboxed a ship.

Granted, I can crew large ships. But still - let's say I'm a flag captain or commodore, so right on the verge of wanting a L3 yard ("want," not "need," as it's smarter to pool resources and have only a few reliable clanmembers with L3 yards).

If I go out and grind a few 5th rate fleets, I can easily bring back a few thousand dubloons over a few hours, which is exactly the same as what I could do with cargo missions. And, I get much more XP, more books, more upgrades, maybe a few expendable ships. And, I'm getting credit toward gold boxes with hunt/S&D missions.

Since I've got a L3 yard already, I only need the dubs for building capital ships. The big 1st rates are *supposed* the be resource-intensive, and it's *supposed* to hurt if you lose one. I think it's perfectly appropriate to have to put the time in to build them.

Remember, the workhorses of any navy are the "middling" ships. The big dogs only come out for the big fights. That's held true throughout history.

So, I'm overall happy with the dubloons being gone from cargo missions.

I do think a good improvement would be to create a mechanism where you don't have to actually return to the ship you've sunk to get its cargo. With these PvE missions being the only real access to dubloons, it's a lot to sink a whole fleet of 3rd rates, and then return to them before they sink to loot them. You can board each one individually, but that's just not as fun.

So, having some mechanism where, as long the ships aren't looted by the end of the battle, the player who sinks them gets their cargoes - that might be worth considering. The last thing I want to do at the end of a battle is try to sail upwind to get back to a sinking AI ship.

 

Posted
28 minutes ago, admin said:

You can capture 6 first rates and destroy any elite enemies with ease. 
Cost = FREE!
One guy finished the raid SOLO yesterday. 

 

 

Wind gusts are not magic. 
You should read this book 
https://www.amazon.com/Deep-Sea-Sailing-Errol-Bruce/dp/B003X5SPQA

it has a whole section on wind gusts and its irregularity. 

I used to be in the Navy. So I do know about winds, I was sailing mostly on the Mediterranean sea that is known for quick weather changes... The problem with your implementation of gusts... is that it's timed and it's random.
And it's possible for 2 people to be at the same spot with one benefiting of the gust (that gave him the boost earlier) while the other one is not because he didn't start at the same place.
So from what I know.. winds and gusts don't work this way.

  • Like 5
Posted
2 hours ago, Teutonic said:

The Trade winds should be permanently shown to everyone, I just wish they were a "zone" like the patrol zone circles. I also want to repeat what others have been saying - I wish you would lose the bonus when you reach land in your view range or when a player comes into view.

I could live with that fix.

Posted
6 minutes ago, Hullabaloo said:

Loki and logbook seem fine

I liked Logbook.  I haven't used Loki yet, but from complaints on global last night, it has a problem if you are jumped into an AI that is nearly dead.  Another chap, however,  was very pleased that he was put into a healthy 3rd rate and killed a player.  Maybe it could use a tweak.

Posted
15 minutes ago, admin said:

Star navigation is a more complex skill and requires a per point
Seeing a particular cloud, or wave irregularity (or darker spot) at distance just requires establishing visual any sailor at top mast can do it. 


It is very interesting that you object this mechanic while accepting pressing W as a command to set sails and saying that having teleports is a great compromise.

I think this is a fair point. The one guy never killed in a mutiny was the navigator.

If I had been an officer in the Age of Sail, knowledge of celestial navigation would have been a closely-held secret among the senior command staff, as an insurance policy - "you want to get home?  Then do what I say." Whether that's what they really did, I don't know...but it would have been smart.

Posted

I'm bored over the whole "cap a 1st rate" thing. The whole game turned into a 1st rate master race , cap a 1st rate here, sink 6 ai 1st rate there, get catched in your lynx by a 60kn 1st rate, align 25 1st rate players to do pb...

Then: Hey! Those tlynx, tbrig makes "too much doublons" by delivery, nerf that !

Such a dissapointment of a direction.

  • Like 2
Posted (edited)
29 minutes ago, admin said:

Star navigation is a more complex skill and requires a per point
Seeing a particular cloud, or wave irregularity (or darker spot) at distance just requires establishing visual any sailor at top mast can do it. 


It is very interesting that you object this mechanic while accepting pressing W as a command to set sails and saying that having teleports is a great compromise.

Ok, that makes sense to me. Although I would think you would see this in open world only, not on the map. By the way, I do like the wind gust feature.

Teleports mean nothing to me. I can take them or leave them.

 

Edited by Captiva
Posted
4 hours ago, der Wallone said:

Overloading is not allowed in battle instances

Without the ability to split the loot of a sunken trader, it is impossible to carry away a part of the cargo. Please allow splitting cargo on sunken ships.

Captains,

you can try to switch to the target ship, split items in the cargo and then swtich back to the main ship

  • Like 1
Posted

@Ink TY, I totally forgot about that ability. In IRL we would have to board the enemy ship to be able to gather our loot and reboard our ship, so makes sense to me. TY, again.

Posted
2 minutes ago, Ink said:

Captains,

you can try to switch to the target ship, split items in the cargo and then swtich back to the main ship

When you switch ships and back in battle do you loose your ship knowledge?

  • Like 2
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