![]() Once again, we won't get any new real content but just a variation on what we already have (stripped down and modified for f2p) Instead, once again, the sandbox is bring ignored and f2p is now the focus as the latest low-hanging fruit. ![]() These are just a small handful of things I wouldve liked to have seen in 6 years of development. Players could get/buy an informer's report about the cargo, escorts and type ships as their planned route (to allow them to intercept) +Convoys: certain combinations of traders (Indiamen, LGVs etc) together with naval escorts carring highly valuable goods. +Dynamic economy: price fluctuations of trade goods affected by npcs and players trading around the map. +land expeditions: this could be as simple as requiring a ship to be stationary near the coast and having a pop up menu with choices which result (based on level, crew size, ship type, mods and books like marines) in either a gain (your crew broke into a lost Aztec tomb and found treasure) or a loss (25% of your crew dies from traps/disease/fights with natives) firing musksts/deck guns, basic attacking/defending, throwing grenades etc) +boarding combat: (PotBS did this 12 years ago already) BUT it doesn't even have to be a fully controllable avatar like PotBS just/only at least actual representations of our sailors and marines doing what we order them to do during combat rounds with basic animations (e.g. +whaling: like an instanced battle but having to harpoon whales from boats after you get into closer position (could add a number of special craftable mods with various attributes to help with this activity) Now what did i hope for over the past 6 years? Things I would've like to have seen some/any attempt at developing would've been: strategic RvR: removed (due to easy teleporting and towing) ![]() ![]() freedom to trade: removed (absolutely stupid 50k limit on max purchases of trading goods) It actually feels like we've lost much more than we've gained. Aside from that the game hasn't added much new content since I started. In those 6 years we got prettier UI, wind buffs, bottles, port bonuses and the same 2 recycled weekly events. This year (2022) and the war can't be used as a reason for failure to deliver for the previous 5+ years (when there was no war) Sadly, the game feels like it's hardly progressed in 6 years. It honestly feels like every single time they choose to do something in NA their thought process is: "how can we do the least amount of work and pass it off as content development?" I really wish someone at Gamelabs would just be honest about the future of NA and let the community know.įor the longest time it really feels like they have sidelined NA development and focused on other projects (ultimate admiral, dreadnaughts, sea legends) while doing the bare minimum for NA. The gankers win every time - because Game-Labs made certain of it. It made for exciting combat, and great memories.Īll that's history now. This game was forever plagued with a gank squad problem, but at one time highly skilled players could escape or win. The idiot gankers with more broadside weight win - always. You may damage one of them severely, but that ship will turn away and the other two will finish you. Game-Labs did a 50% nerf to ship armor thickness, so with 3 ships connecting half their broadside battery regardless of the angle means you automatically lose. If you had the wind you will now lose it. Every 20 minutes the wind does a 180 degree shift. Naval Action is no longer friendly to skilled/solo players. In 2020 the battles were long, but they were epic. In 2020 the pvp'ers who shot too soon would bounce 75% of their shots off your hull. In 2020 a 1st rate engaging your second or 3rd rate at close range with your square fort would die. In 2020 the skilled solo player could use the wind to evade damage and escape gank squads.
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