Dota 2
NavalWarfare v1.2.9
NgInferno 20 Oct, 2015 @ 7:22am
Problems I find with the current game.
Well this is going to be a rather long post about how I feel about the mod in its current state. I am by no means an expert of the game but I consider myself an experienced battleship player who has played 4-5 years of the various versions back in the days when garena had wc3 lobbies, including the less well known but very well made Battleship Crossfire.

Firstly, compasses are too strong. A free blink that can be obtained at 3 minutes is ridiculously good, but that also means that after 3 minutes everyone would have a free escape mechanism that is an absolute nightmare to punish unless you have hard cc that lasts long enough to kill the player without him utilizing his free escape.

But of course, you do, because thats the second problem I find with the game. All the crowd control implemented in this game lasts so long that just 2 of them chained together means instant death for even the toughest ships in the game. And the boarding ability on the Golden Hinde is ridiculous. It is practically a Legion Commander Aghs duel. Virtually every time only one of the two ships survive because it lasts almost 10 seconds at max rank. You can't even stun or silence the Golden Hinde. Not to mention other ships with similarly frustrating abilities such as the Quedagh Merchant. 5 seconds of full invulnerability and magic immunity is not fun to deal with.

Thirdly, the mid-late weapons are too expensive compared to the ships. I am pretty sure this is a balance issue but from my experience, any player who rushes a lategame ship instantly has an extremely huge advantage that helps them win teamfights with ease. This is often due to the fact that buying new weapons don't give you enough damage to actually fight the bigger ships because the dps to health ratio difference is too large, even though the bigger ships costs just as much as a late game weapon.

Next up would be a complaint on vision. Players have literally no tools to work with when it comes to vision. We cannot see anything beyond the lanes and have no way of doing so unless we, as the League players like to call it, "facecheck" it. Paired with really punishing crowd control it leads to everyone playing like cowards or die instantly just because the other guy was waiting behind that rock for his compass to come off cooldown so that he can blink in and kill you.

On the other hand, why does killing the enemy barracks cripple your own income? This is mind boggling because a team should be rewarded for killing an objective on the enemy team but what they get is actually a punishment because they are then unable farm that lane anymore and it also leads to the enemy team getting free farm unless they continuously pressure or instantly end the game.

Last but not least, I think the map lacks actual places for players to go to in terms of objectives. Even Battleship Legendaries, the most common battleship map to be played has this issue where the only reason you went outside of the lanes was because you are playing a trader, or you are trying to kill a trader. This effectively makes everything outside of the lanes except for the secret shops useless in terms of gameplay. There is no reason why anyone would leave the lanes, except for trading, which havent been implemented yet. I actually took a good look at the map and the trading spots are actually very beautifully made but you probably want to give players reasons to leave the lanes besides trading or hunting traders.

All in all, I think all of the above issues can be fixed in time, because dota 2 and even League of Legends are good examples when it comes these mechanics or balance issues.

tl;dr: Compass is op. Abilities are really unbalanced and frustrating to play against. Lategame weps too expensive/weak compared to ships. No tools to provide map vision. Killing enemy barracks means ♥♥♥♥ing your own team. No reasons to leave lane, lack of objectives.

Last edited by NgInferno; 20 Oct, 2015 @ 7:23am
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Showing 1-5 of 5 comments
嘿嘿 20 Oct, 2015 @ 8:38am 
Thanks for the lengthy post, your critism and advice is well noted. As we are only beta atm alot of issues are being ironed out and definately traders or a similar mechanism will be implemented in the near future. But do still support us, naval is still quite fun when playing with friends :)
Last edited by 嘿嘿; 20 Oct, 2015 @ 8:38am
Ican1v5 21 Oct, 2015 @ 2:35am 
Compass is op but i cant think of a way to nerf it without breaking it. Late game weapons are not that expensive if you let your two carries farm gold instead of five. The game just needs a good way to let new players to understand the roles. Game is definitely 2x slower if everyone gets the same amount of gold and both team cant really accomplish anything. Vision sucks, but it kinda has to suck because of how compass works. Theres wards though, but i don't see how it being effective. Killing enemy barracks are really good now, since the number of ships grow and you can go when two waves of creeps march towards their base to tank hits for you. Lacking objective is definitely an issue, nothing else but teamfights, once you know best team comp and upgrade route, the rest is the same every game.
NgInferno 21 Oct, 2015 @ 3:50am 
Compass is op because its too cheap and reliable. You can always compare it with blinks in other games. In dota, blink dagger is not op because of 2 reasons: It is expensive to farm, and you can't blink away if you get damaged. In league, flash is not op because it is low range and has a reaaaally long cooldown. On the other hand, vision is considerably more important in naval warfare because of the effective range of long range weapons. Without vision, long range weapons are really bad because they deal less damage compared to mid range weps while also being as or more expensive. And I am talking comparisons here when it comes to late game weapons. They simply are not worth as much as a late game ship.

Here are some numbers:
A San Felipe versus a Golden Hinde, 2 heavy fire crossbows on the San Felipe and 3 heavy fire crossbows on the Golden Hinde.

The San Felipe does 360 dps, ignoring damage reduction, has 4k hp base.
The Golden Hinde does 540 dps, ignoring damage reduction and has 2.2k hp base.

San Felipe + its weapons costs 16300 gold.
Golden Hinde + its weapons costs 18400 gold.

In a 1v1 fight without considering abilities:
San Felipe can kill its opponent in approximately 5.55 seconds.
Golden Hinde can kill its opponent in approximately 7.41 seconds.

Golden Hinde loses. But the Golden Hinde player also spent 2.1k more gold than their opponent AND the fight did not put abilities into consideration.
Ican1v5 21 Oct, 2015 @ 4:40am 
I think it should be that a better ship wins battles, but better weapons can kite and farm better. So that a team consists of players who upgrade ships first for skills and players who upgrade weapons for damage. The problem with the current design is, skills deal too much damage and completely overshadows good weapon choices or good positioning. And to make it worse, skills can help you farm faster than weapons. Currently Sovereign of the Sea is mostly played as carry, and it doesn't have skills to help farm. So I think this design direction is good. If you rush SotS, you won't farm fast enough. Other upgrade routes like God of Storm and it uses its second skill to farm so efficiently that you don't need to buy decent weapons to get great farm, this is what I think as bad design right here. This game still needs a lot of tuning, especially on ship skills. This would help the issue you pointed out.
Last edited by Ican1v5; 21 Oct, 2015 @ 4:41am
NgInferno 21 Oct, 2015 @ 5:01am 
I think they need to have a proper direction when it comes to how they want the gameplay to be. An early game farmimg session transitioning into mid game ganks or objective/map control is how it usually works, with lategame being full on team fights, but as it currently is, there are too little options in the early game aside from trying to assassinate someone with HMS Bounty or farming. Mid tier ships are also unfavourable because it is simply much more worthwhile to get an end tier ship. Support options are also very limited because there aren't enough tools or low cost ships that provide utility.
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