![naval action map coordinates f11 naval action map coordinates f11](https://i.imgur.com/DXHFgWu.jpg)
I believe instead of blind removal, it could have been reworked to be part of the game, and provided several ideas on how it can be done. I actually didn't ignore the difference - I never cared for the accuracy of coordinates, or for the implementation to remain exactly the same. Players will learn to describe the surroundings to their friends better than typing numbers from one box to another. You seem to talk about immersion but for some reason ignore the difference between i am in battle at 11,985 by 23,090, come help (with people arriving to exact spot frantically typing those numbers into another box) i am in battle NW from Santo Domingo, approximately 10 mins sail. Doom and Quake developers did not plan on rocket jumping, yet it became a key feature of their games and many others. That is all true, but one of the advantages of Early Access is you get to use unintended features in surprising ways, adding to the game's depth, or inspiring better implementation of features. Another main reason is that we never planned to have coordinates on the map and we do not want large groups to use them to give specific locations of the battles (to help them). I believe it misrepresented my post on the forums: į11 with visible coordinates is no longer needed as we finally fixed all the spots where people get stuck (and added some walls where people can sail too far). This is the response by the game developer. I won't write about anything else in my upcoming Steam Review. You listen too much to the few remaining people who still chase their kill++, and not enough to the few remaining people that chase feelings. F11 Coordinates was one such part, and you removed without understanding how it made us feel. We still return to the game because small parts of it feel great enough to make the struggle worthwhile. We do not play the game to unlock the ship of +1, although that can feel nice. Even the non-themed F11 Coordinate implementation and provided such feelings. We play because want to Feel adventurous, we want to feel the wonder of exploration and discovery, we want to feel the rush of battle, we want to feel like we are a period Captain determining the course for their fleet. That is not the only reason.įeeling is a greater reason, and it is key to playing games.
#NAVAL ACTION MAP COORDINATES F11 FREE#
You assumed the community only uses F11 because it is free and doesn't take perk points or slots. Any of these choices would be superior to replacing everything with an automated perk. This is a reason to CONVERT them into becoming part of the game, by making them fuzzy, or adding a sun/moon/stars+clock based mini-game, but keeping the general concept, and getting the best features out of the Netlify website.
![naval action map coordinates f11 naval action map coordinates f11](http://www-personal.umich.edu/~beattie/steamandflame/August10.jpg)
It is true that F11 Coordinates were too accurate, provided too much information, and required an external website to parse. You could have capitalized on that feeling. You see glimpses of these posts where people report that they actually Feel like a Navigator when taking a "reading" and plotting it into the chart. You could have heard response that would indicate it is not just utility, people who love how it makes them feel, how it adds to the immersion of the game. You had the opportunity to ask your community why they use this tool. The community discovered they can be used with the API to create a beautiful companion to the game like - the popularity of the tool should have given you pause. You never intended for F11 Coordinates to be part of the final game.
![naval action map coordinates f11 naval action map coordinates f11](https://www.gamersdecide.com/sites/default/files/authors/u139158/steel_ocean_cover.jpg)
![naval action map coordinates f11 naval action map coordinates f11](http://photos.wikimapia.org/p/00/04/00/31/40_big.jpg)
This is why the unannounced F11 coordinates removal is not just a triviality, not just a Game Design mistake, but a step against the soul of your game. I wanted that beauty to prevail, and I held back my impulses to write a review on release. I wanted to write a review recognizing that above all else, I enjoyed sailing a faithful reproduction of the glorious Age of Sail. I really wanted to write a positive review when the game would be coming out, despite all the rightfully negative issues with the community interaction, and all the concerns about development issues and DLC's.