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Naval Action

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Author Topic: Naval Action: Patches/Updates  (Read 9042 times)

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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #60 on: November 03, 2017, 02:02:48 PM »
Hotfix for patch 13 - Important port battle rule changes

Captains

Patch has been deployed to live servers
   Deep water port battles now only accept ships of mortar brig and above (mb/cerberus and up)
   BR limits for port battles rebalanced (mostly increased for deep water ports and decreased for shallow water ports)
   Zone diameter reduced from 2km to 1.2 km to reduce efficiency of kiting on the edges the objective zones

IMPORTANT CHANGE: Victory conditions/points for captured zones
   Every port battle has 3 zones (objectives) that accumulate points if captured (as before)
   Zones are still captured by the side that has more ships in the zone (as before)
   But the captured zone points don't accumulate if even a single ENEMY ship is present in the objective (NEW FEATURE)

Expected effects
   This means that you no longer need to have all the ships in the circle to win the objective.
   You no longer need to brawl in the diameter of the objective.
   You can maneuver normally around them and fight without the need to enter the zones.
   You only need to send 1 ship to stop the points from ticking even if enemy has a numerical advantage (which still matters but matters less)
   If enemy have capped the point with many ships (and your ship is blocking the zone) they must get you out of the zone to start getting points, promoting aggressive action (and not kiting)

Other changes
   Updated the swivel 2lb gun characteristics. It has very low damage to hull, very good penetration to represent their accuracy using current gameplay mechanics and has very good damage to crew (using ball). Basically it is only good against crew at 150 meters or less. 
   Fixed spawns for hostility missions that sometimes spawned in locations closer to other ports which granted pvp kills to other cities.
   Temporarily, Updated the drop rates for ship notes in gold chests from epic events and increased chance for permit drops. Chests will be updated again in the next couple of days
   Tournament room brought back (with password). Tournament participants should request the password in private from Liq (Liquicity in the game)


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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #61 on: November 07, 2017, 02:05:25 PM »
Hotfixes to patch 13.
Naval Action - Gamelabs

Captains.. Hotfixes were deployed last week.

IMPORTANT CHANGE: Victory conditions/points for captured zones
   Every port battle has 3 zones (objectives) that accumulate points if captured (as before)
   Zones are still captured by the side that has more ships in the zone (as before)
   But the captured zone points don't accumulate if even a single ENEMY ship is present in the objective (NEW FEATURE)

Expected effects
   This means that you no longer need to have all the ships in the circle to win the objective.
   You no longer need to brawl in the diameter of the objective.
   You can maneuver normally around them and fight without the need to enter the zones.
   You only need to send 1 ship to stop the points from ticking even if enemy has a numerical advantage (which still matters but matters less)
   If enemy have capped the point with many ships (and your ship is blocking the zone) they must get you out of the zone to start getting points, promoting aggressive action (and not kiting)

Other significant changes
   New ship - Le Gros Ventre Refit, with swivels. The ship is available for pvp marks in the admiralty.
   Outlaw battles have been removed - they were a cause of multiple exploits that unfortunately could not be fixed in a reasonable time.

Tuning
   Deep water port battles now only accept ships of mortar brig and above (mb/cerberus and up)
   BR limits for port battles rebalanced (mostly increased for deep water ports and decreased for shallow water ports)
   Zone diameter reduced from 2km to 1.2 km to reduce efficiency of kiting on the edges the objective zones
   Updated the swivel 2lb gun characteristics. It has very low damage to hull, very good penetration to represent their accuracy using current gameplay mechanics and has very good damage to crew (using ball). Basically it is only good against crew at 150 meters or less.
   Minor changes for loot tables (some upgrades were dropping too much)
   Temporarily, Updated the drop rates for ship notes in gold chests from epic events and increased chance for permit drops. Chests will be updated again in the next couple of days

Fixes
   Fixed the bot distribution (some regions did not have enough bots)
   Minor tunings for some upgrades (for example fixed bug for trim by the stern providing incorrect bonuses
   Fixes of several bugs with ship trade that were not clearing the knowledge slots for the traded ships (creating confusion as they did not work if you did not have the skill yourself)
   Fixed spawns for hostility missions that sometimes spawned in locations closer to other ports which granted pvp kills to other cities.

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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #62 on: November 21, 2017, 04:01:51 PM »
Patch 14: Experimental patch increasing realism in ship behavior
Naval Action - Gamelabs

Hello Captains

While programmers are working on the tutorial and the user interface we will address the long overdue Battle ratings, combat performance and sailing performance of the vessels in the series of patches.

This patch is first part of the final ship performance rebalance and addresses sailing performance of ships of the line (from 4th rates to 1st rates). The goal is to bring more realism into sail curves and yard power. 1000-1200 square meters of sail of the fore mast on the first rate should provide enough side force, allowing amazing realistic maneuvers and more options in combat.

Maneuvers like this become possible (to a certain degree):



Changes done (4th rates, 3rd rates, 2nd rates, 1st rates)
   Exact (better) Balance between staysails and square sails
   Exact (better) Balance between front mast and stern mast + spanker
   Yard powers was reduced (based on agamemnon testing from 4 to 3) for better more realistic performance. Rudder power slightly increased for Aga based on the testing.
Speed changes example 4th rates (ignoring indiaman)
   4th rates are split into 3 groups
   Downwind sailers - excellent performance downwind due to more square sails area
    o   Agamemnon (67% square sails area)
    o   Ingermanland (68% square sails area)
   Universal sailers - ok performance downwind but great performance upwind
    o   Constitution (60% square sails area)
Wasa (61% square sails area)
   Good turnrate brawlers (ok performance everywhere, but great turning)
   Wapen
Implications
   Damage model will improve drastically due to exact calculations of square areas of sails
   Constitution has more square sails per mast it will get an additional buff to yard power (effect on rotational force)
   Some ships will get lee on bow (bow will turn better)
   Some ships will get lee on stern (stern will turn better)
   Main mast role will be significantly reduced for turning for all ships due to mast position
   Example of main gameplay change
   Constitution/Wasa will not catch Agamemnon downwind
   Agamemnon/Inger will never catch Constitution upwind
Open world speed will be slightly relaxed to give more flexibility and will be adjusted more if needed

Remember that this is a first draft of changes and they WILL require tuning. But its a great start for finalization of the sailing model and making every ship unique

Known issues:
   Bots are affected and might need rebalance (especially making sternway).
   OW speeds might go down for some ships at angles closer to wind - we will monitor situation and adjust it if needed)


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