愚蠢的人类

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Posts posted by 愚蠢的人类


  1. Nowadays, mobile games tend to lighten the burden on players to prevent them from giving up.

    At present, crew training is a big problem for players who have less free time. Even some players can't upgrade a big ship to 3 stars in a year.

    So I thought maybe we could have a building for crew training. The building can accommodate one or more ships. And the crew on this ship automatically add experience. It doesn't take much to generate experience, such as adding 15 points a day.

    The level of building affects the training duration and experience.

    I think it's a nice feature for players, especially for busy young people.

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  2. 1-12.mp4

    I'll upload these first. If I'm in a good mood, I'll continue to upload.

    Give a piece of advice to those despicable losers. If you can't win the battle, stay humble and try to improve your skills.

    And NFM is a Korean game, right? You should be able to easily contact developers, you can ask them whether the administrator can see the mines.

    I hope you guys stop doing disgusting behavior and keep the game environment in harmony

     

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  3. 28 minutes ago, TeamNF said:

    We will patch to fix this issue soon.

    Battle time zone can be changed only once.

     

    Sorry for the inconvenience.

     

    TeamNF

    Well done, thanks to all the developers and administrators for their hard work. This test really exposed a lot of problems. By the way, how long will this CW mode test last?

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  4. The Kido fleet is constantly changing time to avoid being attacked. I think it's unfair and cowardly.
    Members of Kido, don't think you are very smart. Most of the fleet can think of this method at the beginning, OK? Others just don't do it because they know it's unfair.
     
    Maybe it should be changed to that after the city is occupied, the time period that can be attacked is set free for the first time. And it costs 1000 gold to change it again
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  5. 17 hours ago, SasaPinjic said:

    1. Bad idea, Translation system is just convinience thing and dont brake game balance, payed players wuld have huge advantage if they are only ones that can buy ships , i have seen it happpen  in other games, it chase off free players, and without free players, empty servers  with few played players left , game wuld soon die completly .

    2. I am ok with this.

    3. I am ok with this.

     

    I am also ok with selling special painted ship, it is just estetic and will not give advantage to anyone.

    The first one is to prevent some unruly players from obtaining gold coins through new accounts and transferring them to the main account.

    The conditions can also be changed to country level restrictions (maybe lv50)

    In fact, the first condition I put forward is not only to prevent abuse, but also to attract developers, because it can make developers earn money lol

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  6. Many players have been looking forward to the game to launch a warship or blueprint trading system.

    I have some ideas about this.

    I think there can be a market system where players can put blueprints they want to sell. The price is decided by the players themselves. In order to prevent abuse, the system should be set as follows:

    1. Like the translation system, only paid players can buy and sell in the market.

    2. Blueprints can only be purchased after they have been on the shelves for some time.

    3. The system deducts about 20% as tax in the transaction.

    Developers can sell out of print warship blueprints at special times such as anniversaries.Even if it's just a specially painted warship, and the data is the same as the original, I think some players will love to collect them.

    I think a healthy and orderly trading system is good for both players and developers.

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  7. 6 hours ago, TeamNF said:

    Thank you for the suggestion.

    I will check those ships performance.

    Have a nice day~

    I have a suggestion about Surcouf. I think it can be more interesting by adding a unique feature. I checked the information on the Internet and found that some of the rear torpedo launchers of Surcouf can be rotated and fired to both sides. I think we can consider reproducing this feature in the game. We can set the 2 or 4 torpedo tubes at the rear to be rotatable. I think this will increase the playability and value of Surcouf.
    Surcouf except FCS and turning speed are relatively weak. Its deck gun shooting dead angle is also very large, I think that turning part of the rear torpedo launcher will not affect the balance.
    In addition, this is very easy to achieve. The French 120-level SS had a similar bug in the previous version (the rotation angle of the deck gun and a torpedo launcher were confused).

     

    fr_Surcouf_cutaway.jpg

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  8. In this latest update, some new main guns have been added to the game, and some warships with little advantage have been strengthened, such as Nelson s.

    But there are some ships that I think need to be strengthened that have not changed.

    For example:

    [Surcouf S]Unlike other s-subs, it does not have the highest level FCS by default; the number of torpedoes is small (10 tubes). Poor turning ability.

    [Charlemagne S] the main gun is not the best in France, but it is acceptable. The range of its AA sub gun is very poor, and the reload time is a little longer. Four long range sub guns are not as powerful as other SBB's.

    [California S]Poor main gun properties

    [Amagi S] in the current version, Amagi s has no advantage in firepower. It's not even as good as the Amagi A. I think Amagi should be equipped with air defense or anti-sub weapons instead of ordinary sub guns.

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