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Posted
11 hours ago, Montagnes said:

In some recent steam reviews players have pointed out how grindy and time consuming the game is.

From the point of view of a new player, who has nothing, these cons may be encouraging their early quitting. 

As a result, several QoL features should be developped as well as faster completition of the missions. As an example, all economy missions should give destinations closer to port of origin, search and hunt missions should ask for less kills, chests should provide more variety of rewards, it should be easier to level up if npc targets would be easier to find and farm (too many big fleets and enemy npc spawning exclusively near enemy ports).

There seems to be plenty of solo low level NPC ships to attack in the Bahamas. There’s also a bunch around national capitals but then the low level player is exposing themselves to the players camping capitals in 6-7th rates.

It would be great if there were additional shallow water areas. Since we’ve thrown out requiring historical nation presence, maybe it’s time to invent some shallow water island chains too.

Part of the problem is the perception (incorrect imo) by many new players that they have to get in bigger and bigger ships to have fun in game.

Posted

As a new player, you want to sail the big ships and it is hard to wait until your rank is high enough to crew them.

So maybe a kind of battle arena would be nice addition, where new players can sail big ships and learn their business without the risk of loosing the precious ship that was so hard to get.

On the other hand, what is your goal once you reached the highest rank? Grinding all slots in all ships? And then...? There is some content missing, too.

Posted (edited)
12 hours ago, Farrago said:

There seems to be plenty of solo low level NPC ships to attack in the Bahamas. There’s also a bunch around national capitals but then the low level player is exposing themselves to the players camping capitals in 6-7th rates.

It would be great if there were additional shallow water areas. Since we’ve thrown out requiring historical nation presence, maybe it’s time to invent some shallow water island chains too.

Part of the problem is the perception (incorrect imo) by many new players that they have to get in bigger and bigger ships to have fun in game.

Bahamas are not an option for most nations. Shroud Cay is a dead trap too.

New players do not become veteran players as soon as they reach 3 new levels, they need to keep leveling up and learning. Bahamas won't give them the most efficient targets XP wise.

About the tastes of players, that is something you can not change. Most captains are heavy frigate or lineship users, people just like those ships.

Edited by Montagnes
Posted
1 hour ago, ExGavalonnj1 said:

How about new players are put in active clans for their nation and the clan gets some incentive for helping out new players. 

No, no more clan stuff. The game is already way to focused on clans, with too much clan only things.

  • Like 2
Posted
10 hours ago, ExGavalonnj1 said:

How about new players are put in active clans for their nation and the clan gets some incentive for helping out new players. 

How do you control that clans are actively helping new players?

No, I believe that the game should be tweaked with more QoL improments, way less timesinks and nonsensical grind and a more friendly approach to rookies. All of those tweaks made to the game mechanics, without relying on a supposed good will of the playerbase.

  • Like 1

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