No it's not anything to do with belly buttons, but looks a hell of good fun: http://www.navalaction.com/#ageofsail
and O_Dingo77 playing it on Twitch: http://www.twitch.tv/o_dingo77/c/6022642
Very nice, but a tad expensive for an alpha.
Definitely interested for when I have more time on my hands.
looks good
Reminds me of Assassins Creed Black Flag ......Sim
Looks pretty good
Quote from: Sparko;394769Reminds me of Assassins Creed Black Flag ......Sim
Looks pretty good
Age of Sail series, if you missed those.
Apparently AC Rogue will also have some ship gameplay by the trailers I seen.
I've given this a few hours of gameplay and I think I'm going to enjoy it.
The game is in Alpha at the moment and they have the environment, tides, wind all nicely crafted. The ships look amazing and they have auto and manual sailing but I must say I went straight for manual and wasn't put off at all.
The technical terms for the sails etc aside. You control the fore and aft masts and the ones in between as well as your rudder to adjust your course and catch the wind in your sails then as a unit try to out maneuver and defeat the enemy team whilst trying not to hit each other or collide. You get cannons on the port, starboard, fore and aft of the vessel and can load them with 4 types of ammo all with different flight and damage characteristic.
You crew work busily away on desk to reload, repair, bail, and keep the ship running.
The pace is faster than I expected, although not exactly speedy but is good fun because you have to think carefully about how you will use the wind to your advantage and also learning to aim and hit is a challenge although I got a few decent hits by the time I'd played an hour or so.
I think this will be a good team game, and as more features come out it'll be a comprehensive story/ sandbox sailing game that will be a nice change from what I'm used to.
The graphics are epic as well :)
And they might be adding this type of thing as well:
https://www.facebook.com/video.php?v=1295347623900272&pnref=story - Permission granted to poo oneself!
Black Flag is on sale right now, and it's the most silly confusing DLC format ever. The DLC is like 3 x the price of the base game.
So I came back to this to see how they are coming along with development and they are testing the Open World.
:D They have a Google Map: https://www.google.com/maps/d/viewer?usp=sharing&mid=znKaQtPyLToc.kaQduRE0l4HU
So far it's still awesome, a bit aimless right now but you can hail and attack other ships, and take them over etc. trying to learn how to do all that.
Low def :p screen shot in the open sea with the sun rising in the East obviously, no in game map so totally lost :D quite unnerving.
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How do you orient yourself then? Sextant, compass?
Tried to buy this and they aren't taking orders at the moment
Quote from: Gorion;400382How do you orient yourself then? Sextant, compass?
Nothing yet but in addition to your 2 suggestions, they will add by the stars I believe. Plus, lots of coast crawling for smugglers.
Quote from: sulky_uk;400383Tried to buy this and they aren't taking orders at the moment
Maybe I can get an invite for you. I'll pm.
Coolio
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Yep I have got my eye on this game for some time as it looks like it could be a hit for me. Like Sulky said they have stopped additional people buying it and have done so since early Feb. I check the website regularly so fingers crossed they will open it again soon.
They don't seem to offer invites to existing players. It wasn't even a Kickstarter, people just paid â,¬25 directly and they sent a Steam key via email. Steam only distribute it but don't sell it. I'm liking what I've seen so far. I should reach Jamaica tonight. Maybe get a capture or 2.
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I talked with a few regulars on TS in game and it appears that if one wishes to get a steam key when the sales are closed firstly sign up to the game labs forums. Then email the forum admin and politely ask if there is a way to acquire a key. If you emphasise that you have clan mates who play and you are a keen game tester the admin will request a PayPal offer of a key be sent to you which you can pay and join the game. â,¬25.
I've been sailing with various random publics but on TS in the SLRN public channels and I must say this game has me hooked.
It's being developed by only 8 guys in Ukraine and they have been in development since December and it gets an update most weeks. The community drive the ideas.
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A few more screenies:
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So they pushed out a very nice update to the game this weekend. Basically they implemented trading, ship selling, the ability to sell modules you don't want. They also rolled out architecture in the ports, a bit of variation.
I got stuck in a thunder storm today, but eventually got to a port, it was pretty exciting. Pics below!
Developers
Short Version of Patch Notes
Added two new ships - Pickle, BellePoule
Сhanged visuals of ports
Сhanged visuals of land
New shop selling modules, guns, resources
New ship shop/auction. Ships can be put on sale by player
Added fire zone for single shots
Added the ability to lock the fire zone at different distances
Added tactical tablet to control fleet bots. Called by pressing M. Now bots can give certain orders in an instance
Reworked system DPS Grape. Now Grape penetration increases, if decreases the armor of the ship
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Got me a new ship called a Mercury, lovely!
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So I joined Sea Lords Virtual Fleet (SLVF) because Naval Action is so much a community game, good TS comms, good in game chat, respect. I am really impressed by these guys http://forum.sealordsvf.org/. They are of the standard of dMw in terms of attitude and community which is rare.
Rumour has it if you want to get involved in Naval Action this link is what you need to read and then PM the admin.
http://forum.game-labs.net/index.php?/topic/4305-when-will-we-be-able-to-pre-order-naval-action-again/page-8#entry122745
Of course you have to sign up as well.
They have just implemented a big update and have a new board and capture system which should be much fun.
Cheers,
Captain Bert
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New patch time! Wow! This is the open world, not even a battle instance!
The game is much more realistic now, battles are bloody hard and there are clans!
Good stuff. the open world needed a bit of a face lift.
On sale on their website again. Either the Alpha license which will only give you a 6 week alpha pass now for $40US or $30 for a Steam EA key:
http://www.navalaction.com/purchase/
Big day today in Naval Action land. The final hard wipe before going Steam Early Access. EA will be on Tuesday or Wednesday. I urge any dMw players into team based combat and open world gaming to take a look.
Gortex, you must make your new account today, it will qualify you for the tester rewards but if you foget and only make your account after the EA goes live you lose out!
Just got interweb access after moving home on Friday. Going to check out what is needed tmw.
Is the new account with Naval Action log in screen or the forum?
In the game, you access it through steam and just create a new character. The servers are shut down until tomorrow when they'll open for 2 days before Steam EA is launched. In these 2 days you have to create a character to get the drops. Congrats on the house move!
So this game is moving along quite nicely. The next big update will include a political system.
So far, 25 ships, clan support, crafting, ranking in combat, fleet missions, Trafalgar line battle, p2p trading in game.
It has a really strong team focus, basically what I expect in SC being escorted and going hunting for ships to sink or board/ capture.
If anyone is into naval games where you control the ship then give it a try. Only down side is it is still at full price. No plans to reduce until out of EA.
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First time ever Naval Action is on Sale!!!!
http://store.steampowered.com/app/311310/
You know you want to, just look at the latest patch:
Preliminary Patch notes 9.9 What's new: Officers.- Basic implementation of officers added to the game
- Player can now recruit a first lieutenant that will sail with him.
- Officer can level up with the player opening new possibilities and options
- Officer will be wounded when your ship is lost - implemented as lives
- Officer does not lose lives when you surrender in battle
- Total number of lives = 10 and if you lose all of them you will have to hire a new officer
- Starting set of perk is limited - a lot of things had to be reworked to support them. The set of perks will be drastically increased in the next patches adding open world perks, crafting perks and trading perks and of course more battle related perks. The main goal of officer perks is to provide unique and exciting bonuses without any useless options (so called filler).
A lot of perks were proposed by players and as promised - captains whose ideas will get into the game eventually will receive rare ships as rewards. Starting perk set- Double charge â€" officer knows how to efficiently use double charge powder allowing using this option in battle
- Double shot â€" Officer knows how to efficiently use double shotted guns (cannot be used on carronades)
- Determined defender â€" Officer knows how to prepare the organized defence on boarding. Your ship can only be boarded if the attacker has 40% higher crew. It also gives you the option to use the defend command for free (during boarding)
- Thrifty â€" Repair kit is not consumed if you use them in battle
- Prepared â€" Ship starts with loaded cannons
- Pirate Hunter â€" Officer hates pirates and is able to motivate his crew better, allowing faster reload if the enemy ship has a pirate flag. Reload bonus is 20%. In the future this perk will only be available to nationals
- Pirate â€" officer with the shady piracy past, allows to extract more sailing performance increasing battle speed by 1 knot if the enemy has a national ship on their side. In the future this perk will only be available to Pirates.
- Frigate Master/Lineship Master/Light ship Master: Basic implementation of class bonuses. Currently give +1 knot speed and +5% faster reload. These bonuses are temporary we have already found interesting ways to improve them to provide true class related improvements.
- Mortar Officer â€" officer knows how to use mortars better and gives great bonuses to mortar usage.
- Coward â€" Officer loves to run from battle and knows how to do it. Exit timer is 2x shorter
Perk prices in points and their characteristics are not final. They will constantly be improved. In the next couple of patches 20-25 more unique perks are coming. Fishing (http://i.imgur.com/t0QMpxJl.jpg)sailor fishing on a Palas class frigate- Basic fishing is added to the game, giving more options during travel and giving an income boost for new players who are just starting.
- We initially added 25 caribbean fishes with realistic fishing zones; reefs, shallows, deep water, coastal water all have unique fish distributions based on the real fishing maps
- Fish is used to make provisions that are needed for crew recovery.
Depending on the popularity fishing will be improved in the future. Crew Management.- Crew mechanics have been changed significantly for testing.
- Crew is no longer a free element and does not have auto-recovery from the air.
- Crew needs to be hired and recovered after losses
- Crew is lost on any ship loss
- Crew is not lost if you surrender in battle
- Every rank has its limit of free crew provided by the admiralty. For example a first ranked newbie has 40 free crew, so he does not have to pay for crew if he loses the ship. At higher levels the free limit will be enough to jump into a basic frigate. Lineships will be more expensive to maintain.
- Crew can be recovered by medkits in the open sea after battle
- In the future doctor can be added to recover parts of casualties slowly in battle.
- Basic medkits will be available in all ports, more advanced options have to be crafted by players.
One of the purposes of the crew is to provide more options in fleet managements as fleets are back. This is a third attempt to bring player fleets back. Player can add any ship to their fleet provided he has enough crew to man those vessels. Fleets can now be repaired at sea by using consumable repair kits Other changes - Npc Capture is back - players can capture ships from NPCs up to 4th rank. Captured ships will have to have crew assigned to them and they can be given a command to escape battle if you want to save that ship even if you have enemies present.
- New buildings added - Tobacco Plantation, Sugar Plantation, Farm
- New resources added - tobacco, sugar, salt
- New materials added - fish meat, food supplies
- New consumables added for crafting repair kits, medkits
- Chat security improved (problem was identified by the player qw569)
- Land added to minimap
- Coordinate grid has been added to open world map
- Home is disabled in Open world
- New sounds added
Fixed bugs:- Shadows bugs fixed
- Crew casualties caused by grapeshot were not counted - fixed
- Certain bugs with the single tracking shot from lower decks fixed
- Fixed bugs with boarding crew focus visualization after boarding
- Fixed bug of player teleport after port re-entry
- Fixed bug that was not dropping full loot on ship capture
- Fixed certain sound bugs
Tunings:- Number of regional centers increased to allow more ship of the line port battles for several nations (list here (http://forum.game-labs.net/index.php?/topic/7511-free-towns-regional-capitals-and-ranks-specifications/?p=276280))
- Flag purchase cooldown increased to 2 days (48 hours). Initially we wanted to make it 7 days but based on player feedback it could create problems for several nations. Port battle rework is now set as high priority and they will be changed drastically by August.
- Battle relog after disconnect time increased to 40 mins to allow player to return to battle during longer time if internet went nuts.
- Certain blueprints have been changed to reduce redundant clicks
- Port battle win conditions changed - small port battles 1 tower is required for large port battles 3 towers are required
- Building productions increased
- ​Prices of production in buildings reduced
- Knee requirements increased - it was too low for many ships (18 knees for santisima). It is based on cannon count now.
- Rum prices increased 5 times. Rum requirements for certain blueprints reduced accordingly. Prices were changed to provide for medkit pricing.
- Reload times for 4lb guns increased
- Crew requirements for 4lb and 6lb cannons and 12lb carronades reduced by 1 gunner.
- Spawns in missions are now closer to each other
- Grapeshot damage curves changed to allow for more consistent kills at low planking integrity
- Mast thickness increased for all vessels
- Speed slightly reduced for Trincomalee and Rattlesnake
- Belle poule speed increased
- AI command fulfillment behavior improved
- Bots lost hammock bonuses to avoid certain bugs in crew transfers
- Boarding tuned slightly.
Due to significant changes in crew - we expect that there might be some bugs we missed.
A new ship designed by a buddy of mine for the game, thought that was worth a bump and to show off how good the game is looking these days:
https://www.youtube.com/watch?v=nPfN2n1y3Bw
So Game Labs just released their penultimate major update before full release and it's pretty big. I still feel this would be an awesome game for dMw players looking for multiplayer gaming with both PvE and PvP elements, crafting, politics, trading, major battles etc. Feel free to take a look and let me know if you want to try it out, I have a spare steam account with a character on it that can allow others to play along with me.
http://store.steampowered.com/app/311310/
What's new: Rookie regions- Bahamas has become a rookie region.
- Additional uncapturable capitals are added in the Bahamas.
- Rookie region has special ROE (identified by the message rookie battles area). All battles start 1v1 and other players can only reinforce it using reinforcement zones for 30 minutes. Limit of reinforcements is set at 300 BR.
Map changedThe map is split into regions. All information on the regions and their composition can be seen on the in game map. List of changes here (http://forum.game-labs.net/index.php?/topic/7511-free-towns-regional-capitals-and-ranks-specifications/?p=324594) Combat tuningStarting from this patch we will actively work on ship rebalancing. These works were delayed because of the tournament, but the tournament helped to uncover more balancing issues that require attention.Currently the main goal is to increase ship importance and reduce upgrade importance for combat performance. - All men are created equal and all crew colliders were standardized. Previously some ships had men with 180cm height (on cutter) and some had 150cm height. This is no longer the case. Although cutter captains still have the biggest hands.
- Many upgrades were rebalanced and mostly nerfed
- Several perks were rebalanced and mostly nerfed
- Lower calibers that were often used on 5th and 4th rates had their penetrations improved. The change affected 4lb 6lb 9lb guns mostly. But these guns penetration drop from distance was slightly increased
- Carronades penetration drop from distance significantly increased making them effectively a short range weapon. Don't expect any penetrations above 500m.
- We also changed how penetration shot retain energy depending on the wood type. Fir hulls allow to pass more penetrating energy to the opposite side, live oak less. Previously all wood types had same penetration retention.
- Splinter damage: When a cannonball hits a broadside it affects crew differently when it flies above the deck creating casualties by shockwave or hitting men directly. Nelson’s assistant was killed by a shockwave from a high flying cannonball. We have separated cannonball damage to crew into two parts. Cannonball hitting an unprotected crew will generally have less casualties on the ship than cannoball penetrating the broadside, generating splinters. If you aim at broadside areas with crew behind it you might inflict good damage on the crew.
Shipbuilding, Trading and ResourcesTrading was completely overhauled. We are very excited about it because we have coded in a very flexible system allowing us to easy add or remove resources by group, nation, region, island and large area, control prices and margins, demand and supply and multiple other elements helping us to make trading and resource generation to feel more alive.When we first introduced trading into game in 2015 it required several months of balancing based on mass use by large number of players. Thus - expect resource shortages, abnormal profits, and strange things in the first two weeks. Report them in the respective feedback topics and they will be fixed.- All buildings were removed from player accounts and funds used to build them were compensated
- Shipyards removed from game for rebalancing, to allow players to build ships in multiple regions with regional bonuses. So building ships no longer requires a shipyard. All allied ports will provide shipbuilding capacity for the player. Funds used to build shipyards were compensated.
- Delivery orders will allow players to receive trading xp and crafting xp by helping the in game economy. All ports with the unfulfilled NPC demand and large player contracts will generate delivery quests that players can take and fulfill. This will allow traders to exert more influence on the market and see what is needed.
- Pricing systems were upgraded, new goods introduced, new NPC demand was created for some crafted materials (initially in the several areas only).
- Weights, prices, stacks and volumes will change. New buildings for new resources were added.
- Trader tools are integrated into the client. They will help adventurous traders to find good deals in the Caribbean. They might also help privateers to see where people might be going for good deals. Trader tools are accessible from the in game map (M).
- New resources will be required to craft quality ships depending on ship weight.
- Ship quality importance increased. Increasing ship quality will improve its characteristics starting from ship HP, speed, turning and other parameters. All ships stats and colors were recalculated as a result - stats are the same but because there are better ships their color of tooltip has changed.
- Speed and stiffness added to selectable characteristics, all RNG removed from crafting.
- Regional bonuses for ships introduced. Controlling certain regions will become more important if you want that particular bonus for the vessel. Capital regions will not give bonuses.
- 2 new wood types added: Mahogany (ligher live oak basically), Bermuda Cedar (fir without negatives)
- Contracts will be allowed for upgrades
- Upgrades can be broken down for parts and resources
- You can no longer sell a ship if it has something in hold or has upgrades installed (many players were losing items when not reading warnings)
- Wood production slightly changed. Compass wood is no longer a separate resource. Compass wood (curved trees) can drop from any forest during wood production. Fine logs (e.g. fine oak) will drop some times when growing trees in forests.
- European traders removed (experimental feature)
- Salt can now drop when fishing
- Contract number increased from 5 to 10
ROE (experimental feature)We will be testing several options for Rules of Engagement â€" ROE this patch. This might upset some users but it have to be done before release (will be impossible after).- Open world battles: 2 circles system is being tested. 1 tag circle for attack and 1 large circle for pull. Battles will close instantly on start (except for rookie zones)
- Rookie zones battles. Battles always start 1v1. Battle will be opened until BR evens out. BR limit is set at 300. Players wont be able to enter if their ship will exceed the BR limit.
- Hostility missions: Battle will be opened for 30 mins.
- OW NPC fleets will no longer count for 5X anti griefing protection. Only players will affect that rating
- Crew size will lower battle rating of your fleet. Example (numbers are for illustration only): If sail a cutter with 2 Bucentaures in your fleet with 40 crew on each - you will fleet will be valued as 3 cutters for ROE.
Mission changes.- Missions can be taken for every region from any port.
- Missions will generate or reduce hostility - thus enemy should be able to influence the flow of events. Because of that missions will always be open for entry for all sides for 30 minutes.
Bot distribution changes- With new hostility system bot distribution changed. Regions will have national NPC fleets. For example you will mostly see british NPCs near Jamaica and only occasionally will see other nations fleets who sailed there from the nearby region.
- Pirate fleets added.
- Captured NPC ships will be good sometimes. And because of randomization of the hidden upgrades they might come up to be uniquely interesting (experimental feature).
Port battles and conquestPort battle set up system changed significantly.- Port battles will automatically arrange 46 (previously 48) hours after hostility level reaches 100%. Hostility will be generated by PVP (major impact), PVE (minor impact), Missions (minor impact), and War effort supplies deliveries (minor impact). Port battles will be a national effort and will require coordinated work of several fleets.
- Assault flag is be removed.
- Timers are removed (for testing) as we believe that in new system port battles will arrange themselves when there is max presence of players for both size (due to pvp impact). Also we expect that all timezones will need to participate to bring hostility to the port battle levels. If this assumption proves to be inaccurate we will bring back lord protectors (but with wider time limits). In addition to this we will reduce the speed of hostility generation if necessary to bring more timezones into action.
- New port system will immediately show players where the action is because the number of port battles and hostility zones is limited and nation can have a limited number of port battles set up.
- Port battles themselves will still be done on the open water with towers (but this wont last long).
- Alliances will continue for 3 weeks, voting period is set at 1 week.
Port and coastline defenses- Large forts and towers will be added around ports. The number will depend on the island and coast line size. They are placed randomly at appropriate places. Please report weird looking coastlines in F11 or in the forums.
- Forts will fire at enemies of the state and can provide good protection for traders and small groups.
New ships- Endymion
- Indefatigable
- Both ships are only available for capture from NPC fleets (experimental feature).
- Ship hulls were made by one of the community member Ragnar Hairy Trousers (sails for Britain)
Other tunings- More slots for loot added in the battle result screen.
- You can enter allied contested ports
- You now can capture lineships if they belong to AI fleet of a player.
- You cannot add the ship to fleet if it has something in the hold
- Upgrades and paints will be saved if you add a ship to fleet. You can freely add precious upgraded ships to the fleets.
- NPC trader loot improvements - Bigger traders carry more goods
- You can surrender during boarding now. Press escape and surrender if you don't want to lose crew during boarding.
- Minimal crew requirements increased for higher level vessels. Players wont be able to sail 1st rates with 10 men. 1st rates will require 100 men at least to operate.
Fixed bugs:- Fixed several particle bugs with demasting and mast collisions with water
- Several bugs with contracts fixed
- Fixed bugs with small/large repair kits when applied to fleet ships.
- Prepared perk fixed. It now works on all types of ammunition and charges.
- Fixed bugs with wrong rank of fleet ships when joining the instance
- Instance loading times increased
- Server technology improved.
- Hundreds of other bugs and technical issues fixed
Conclusion.When new features are introduced they always play out differently with large number of players. Expect problems, report them and they will be fixed. Keep an open mind because the game is still in development and is not released. Plans for next patch- Raids
- Land in port battles
- Improvement of server events
- And probably a weekly pvp tournament
- Several things that were promised to be addressed did not get in and will be added next patch. Things like mast damage, gun loss/repairs and other combat issues.
edit- ship colors have changed for some vessels, due to recalculation of the color of the tooltip. Stats and parameters are the same. Color indicated that there could be better ships now.
- All contracts for ship sales were fulfilled and ships bought out for system
Last few updates before release...... Naval Action have an update, a big one. Lots of changes and an asset wipe.
If anyone wants to try this PvP and PvE age of sail game let me know I can provide lots of feedback.
It's basically like Elite Dangerous without the space and replaced by water and Caribbean islands. Yes it also has no story to drive it, but it's a team based game with up to 25 players per side in battles. It's surprisingly fast paced and precise for a game based on water. Plus it looks visually stunning (still!).
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Next time it's on sail on steam...See what I did, I'll grab my coat
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Yeah not worth the full price. Wait for a 20 quid thingy!
just got naval action
Sneaky, PM sent to you, but for everyone else's benefit as well. Don't buy this right now. The Dev's have the game in a mess totally imbalanced. If you have not played 2 hours of the game, get a refund.
yeah i've asked for a refund.