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Sheepshooter

Changes to Ship Combat for more Piracy

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While the game continues it's voyage into Davi Jones' Locker, though about some possibilities to make ship battle more interesting, more piratety but less fatal.
Wanted to share this maybe not yet consistent ideas for feedback.
I put it here in PVP forum, as obviously there is not much discussion under Suggestions...

Currently ship battle – if it ever happens – is ending in someone running away or getting sunk. Boarding does happen, but only to sink the ship. In a war setting sinking the other ship is the only way to get it out of the way. But it is also the best way to raid a ship – after it sunk, and unfortuantly the game makes it possible to dive to it all the way to the deepest bottom of Davi Jones Locker.

As most players interested in ship battle have complained, boarding and taking over a ship is not possible, as the claim timer is stupid long and popcorning of the cargo before or when it sinks by the owner is modus operandi, so no looting...

As ships are always sunk for their resources and cargo or 'just because', the Devs made them cheap enough so you can build new ones very fast. This tries to mitigate the problem of them getting lost so fast, mainly while offline.

In the age of sailing ships, ship combat rarely resulted in the sinking of the ship. As the cannons would not make much damage below the waterline ships would not sink so easy – cannon balls would loose terminal energy fast when hitting water or bounce of the water like a stone flipped flat over water and hit the enemy hull above waterline. Ship to ship combat would be determined by whos ship will loose the ability to continue fighting because of loss of crew, which get wounded and killed by enemy fire, loss of maneuverability like rudder and sails/masts, or fire breaking out uncontrolable. Small arms fire and boarding was a valid option to overpower a ships crew.

After a ship was defeated it was looted, taken over or sunk, depending of the state of the ship and value of the ship itself.

The idea I want to develop here is that sinking ships in Atlas should be not the go to only solution, but the least likely. As obviously the game allows for very toxic behaviour which would continue to result in ships get sunk, just because, it unfortunately would need some game restrictions prohibiting this. But as this is still a game, rules define it anyway, so it not have to be realistic with everything possible at all time.

Main concern here is, that a sailing game needs people sailing and somewhat willing to risk ship combat. Otherwise what is the point?
Therefore my idea involves some fixed piracy rules of engagement.

For this the Devs need to add some piracy things in the game for ships = flags and colors.

If two ships meet in the game and one wants to attack the other it raises The Black. This happens automatic when it makes damage to the other ship or by captain choice. In the later case any ship within some radius will get the notification that they are being persued by a pirate. Ships hit get the same notification on receiving damage.

The defender now has the option to raise the White flag at any time. This will result in the defender cutting sails stopping the ship automatically and stop making any damage to the attacker. On the other hand the attacker can no longer make damage to the defender aswell.

The attacker now can board the defender and loot an amount of its cargo and gold depending on how soon the defender raised the White. Lets say within 2 minutes of raising the Black the loot is 25%. Every minute after that it is 25% more. So the defender has an option to decide what it is worth for him. Please do understand this as World of Atlas agreed Rules for Gentlemen of Fortune automatically enforced. Also the ship weapons of the defender gets 'spiked' making them useless for some time, maybe 1 hr or more.
Optionally the defender could be protected from looting for some more time after it got looted, unless he makes damage to anyone in the meantime.
Only if the attacker goes away from the other ship – out of range of the Black flag, the defender gets control back and can continue.

If the engagement continues without the other ship giving up, raising the White, for some time, say 5 mins, which already equals 100% loot, the attacker can raise the Jolly Roger – the Red. This means that if the defender is defeated the attacker has the option to kill all crew and take over the ship, if it is still floating. Upon getting the Red the defender has one more minute to give up before he can be sunk or claimed. His decision again.
By the way, the attacker always has the Red flag upon him, if he starts the attack – pirates can not expect quarter. Maybe that could stay on him for some time after a fight?

Please note that at this point there not need to be any shots fired at all. If the defender just gives up early he will get treated better by the victor, until the time he must expect no quarters given.
There would an option that the loot % and time to raise the flag get shortend the more damage the defender does to the attack, meaning that he resists more.

Next up the looting.
As it is now, looting can be made impossible because of the defender popcorning everything. This cannot be allowed under the above idea for the attacker.
Therefore I propose that the moment the Black starts everything in the ships resource box cannot be taken out other by the current automatic use = repair hammer. Same for the ammo box and any other storage box, like bookshelf. The only box that can now be used by the defender is the new ship locker which only holds things like weapons, armor and ship tools. The moment the defender raises the White he also can no longer use the ship locker.
The defender can again use the storage when the attacker leaves him.

Next up the actual combat.
As it should be the case ships should be defeated more often before they sink, damage to ships should be handled differently. Mainly damage is against ship speed, manouverability, cannon reload time. Or combined into damage to the crew, which looses abilities the more damage it gets.
This makes the hit ship slower so it cannot run away, less manouverable. Loosing cannon crew / reload speed makes resistance less useful. This is all used to get the defender to submit.

Again the attacker does not need to raise the Red, still leaving the defender to surrender and not loose the ship, just the loot. If the game could handle crew damage this way, crew will stop working if they get damaged enough but not yet die. More damage will kill them ofcourse. So even if the ship gets damaged that the crew does not work anymore (partly or all) they are not lost=dead. Therefore high level crew can be rescued by surrender. Also high level crew with more health is obviously better and good to acquire.
Ship resistance per plank gets lower by damage, allowing more damage to the crew behind it.Also personal armor would help.

Option: by the way only ship structures (deck and planks, maybe some new form of optional compartments) should work as protection. Any other structures (walls, ceiling, ramps) give no protection. No armoring. Also to promote gun ports, guns on deck would have no protection for that matter.

There should be different typ of ammo. Ball for plank penetration, Chain for sail damage, Shot for unprotected (low plank health) crew.

Optional boarding party.
The game right now allows the ship crew to dismount cannons etc. and aggressively engage enemy on the ship. What we need would be the option for the attacker to send his Marines to 'spawn' from his ship to the other ship within certain range. I think the problem right now is, if one would order their crew onto another ships they would never reach the other ship while it is moving. Thats why the easiest option is them be able to just 'spawn' on the other ship for now.
Also I think that ship crew under attack, as well as the attack should just spawn on the main deck, so noone gets stuck somewhere below causing frustration.

Obviously we need the option now to have more crew on ship to allow for Marines. Therefore get rid of the crew limit. They have weight and that should be enough, especially if they are armed and armored. Maybe raise food consumption.

Spawning.
If a ship engages in combat the beds on each should be locked, so that every bed only can be used once more. This allows some allies to spawn in and help, but not unlimited. Also makes more beds on ship more valueable. This is somewhat like the bed timers with the kraken going to 1 hr disallowing respawn while the fight goes on.
Oh and by the way, if the PC crew all die the NPC crew will raise the White automatically.

Ship damage, fire, sinking.
As the crew = function of the ship takes damage faster than the ship itself it should usually not sink most of the time, before the crew is incapacitated. There should be some random option for fires and maybe ammo explosions making lots of damage. This if not controlled could sink a ship on it's own.
Other than that sinking a ship should most of the time be an option for the owner, meaning either the defender sinks it before capture or the attacker after he raised the Red, captures it and becomes the owner.

Capturing ships.
A ship can be taken over when the attacker was able to raise the Red for atleast one minute and then gets to control the other ship, defeating the other crew atleast to incapacity, killing the PC crew.
There could be the option that surviving NPC crew joins the attacker. This could be determined by crew level and maybe a pirate skill of the attacker. Oh and maybe just for fun, the PC crew of the defender can be put on the guiotine for punishment for not giving up fast enough.

Recapturing ships.
If a ship gets captured this way, it still keeps his name for some time and stays shown on the defenders map.
So Captain Jack Sparrow has an option to get his Pearl back. This could be like that if the original owner gets on the ship within the next 48 hr (?) and gets rid of the NPC crew (or maybe even using his pirate covincing skill) he can just steal it back and get away. After this reclaim timer runs out the new owner can change the name to his liking and the old owner looses the map marker.
This would be in line with the Devs idea that ships should have a history and should change owners.

Ship repairs.
Ships should be more time consuming to repair. This is because if a ship is damaged in war for example it should take some time before it can return to the front. If it not gets repaired between engagement it obviously engages with lower health and therefore starts with lower values in speed and so on, and also the crew is not as well protected by it.
Ship repairs not anchored should be only stopping leaks and fires.
Full ship repair should only be possible while fully anchored. Parts repair points over time after the resources are invested. PC repair (skill and mini game) could give bonuses to the time, as would captain skills.
Using a shipyard of correct size should be faster.

Ship cost.
As ships would now not always sink, there is no need to make them cheap to build = easy to replace.
Building a ship should now be a bigger 'time' investment for players, meaning more resources to farm, taking more time. Also repair would cost correspondingly more. Also if they are more expensive to make their captains would be more willing to raise the White before they loose them. If they stay cheap they will just be suicided.

Optional, because ships become more time valueable and finaly better able to capture it should finally become possible to redesign them in shipyards and also to respec their skills (for a cost).

So what could that look like in game?
If you are just going from A to B for say discoveries or tames and you get attacked you surrender and loose some resources and be on your way.
If you haul resources you loose more resources as a % of the total.
If you decide to fight, because you think you will win or run away, it is your risk decision.
This counts for the attacker also.

If you are in war type engagements, your ship could be lost with the Red. Or atleast taken out of combat by spiking the ship weapons for some time after you gave up.

As ships would become more valueable, but less likely to sink (per decisions of her captain) griefing by outright sinking everything is more controlable by the owner. Meaning loosing the ship is less likely for the little guy, promoting that he builds a ship and uses it more. Because there would be more ships actually that are on the sea, more pirate action for everyone. And maybe you find the big fat price.
There should be a system, where the spyglass would allow (like the pirate skill) seeing some or all what is in the ship cargo. Maybe just how heavy a ship is loaded, as can be seen how deep it is in the water. Therefore not needing to stop every ship you come by.

There could be an option for a war token to allow to raise the Red from the beginning on the designated war enemy, so you can sink or capture any of their ships.

But what about anchored ships?
Well I am still advocating to have a change to the island protection system. My favorit would be a full PVP radius around the flag and PVE protection everywhere else until the island gets declaimed. This would include anchored ships.

But if that separate issue does stay the same the described system above still works.
Because as said if there is no PC on the ship, the NPC crew gives up. In the case of the Player being offline or not close to the ship, it means immediately = minimum loot taken and loot protection for some time, maybe until next login of the player.
So either take any valuables of the ship before going offline or loose some, your ship will very likely be there tomorrow.

 

Thoughts?

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It sounds to me like you want to solve a nonexistent problem with a very complicated solution. 

 

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If you mean by non-existent that there are not enough players left to actually have ship combat with...

Which is the very real problem we have, which I kinda like to get solved, while also making the make little bit more realistic.

People are leaving the game fast. Unfortuantly we are at the point that people leave because there are not enough people left.

Before that it was the problem of being wiped and/or sunk without being able to do something about it.

Again the idea I am working on here should solve multiple problems that were complained about and that more or less people leave the game.
- make loosing ships less likely
- make the loosing of a ship more of a decision of the owner and not just some random offline encounter with basically no protection against
- make ships expensive again, as was intended
- make boarding and capturing ships possible/more likely, as was intended
- make ships more unique, because they get more often captured and not sunk, as was intended
- and all that within most of the mechanics of the game already existing aka buffs and de-buffs

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Posted (edited)

Thoughts, my first thought is that it would be much simpler to just make the steering wheel and sails useable by enemy players when npcs have been killed off of them. It solves the piracy part, and makes a way for ship stealing to actually feel like stealing the ship and be fun. 

 

Reading this combat system, something would need to be done to simplify it.  Also it looks as if you should just immediately surrender if you think your going to lose. Wouldn't be a very fun fight. You throw black flag, enemy immediately throws white flag so you cant get all their loot. 

Also changing the spawn system to be counter intuitive to normal spawning, I dont think is going to have many fans. 

It's also just way to rule based, too much structure for what was supposed to be simply sinking, or taking over an enemy ship, this whole flag system is going to just be plain annoying in big fleet battles, and wars. 

The current ship combat system, isn't trash, asking them to change the way ships receive and deal damage to each other deffinately isn't nesseccary. 

The realism part isn't relevant to the game. The Royal Navys best could only fire 3 cannons in about 5 minutes, we dont want realistic ship combat. 

Also the most confusing part, your trying to take away the freedom to retreat? 

Edited by Mike L

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18 hours ago, Sheepshooter said:

If you mean by non-existent that there are not enough players left to actually have ship combat with...

Which is the very real problem we have, which I kinda like to get solved, while also making the make little bit more realistic.

People are leaving the game fast. Unfortuantly we are at the point that people leave because there are not enough people left.

Before that it was the problem of being wiped and/or sunk without being able to do something about it.

Again the idea I am working on here should solve multiple problems that were complained about and that more or less people leave the game.
- make loosing ships less likely
- make the loosing of a ship more of a decision of the owner and not just some random offline encounter with basically no protection against
- make ships expensive again, as was intended
- make boarding and capturing ships possible/more likely, as was intended
- make ships more unique, because they get more often captured and not sunk, as was intended
- and all that within most of the mechanics of the game already existing aka buffs and de-buffs

So people leaving the game is because they don't like shipfights and not because one of the million issues people complain everyday...

 

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6 hours ago, znasser said:

So people leaving the game is because they don't like shipfights and not because one of the million issues people complain everyday...

Nope, they leave the game, because when they build a ship, the next day they come online it is sunken already.
So they don't like, that they cannot even have a shipfight in the first place...

 

17 hours ago, Mike L said:

Thoughts, my first thought is that it would be much simpler to just make the steering wheel and sails useable by enemy players when npcs have been killed off of them. It solves the piracy part, and makes a way for ship stealing to actually feel like stealing the ship and be fun.

Good idea, but if anyone can sail any ship (without enemy crew on it) when does the chnage happen in ownership? Will the ship just disappear for the original owner when someone else takes the wheel? Or will ships no longer show on the map at all? Would be more realistic obviously.

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Reading this combat system, something would need to be done to simplify it.  Also it looks as if you should just immediately surrender if you think your going to lose. Wouldn't be a very fun fight. You throw black flag, enemy immediately throws white flag so you cant get all their loot. 

That was the point, surrender fast, keep most of your stuff and ship, while giving the pirate players something to do.
Contrary to 'loose the ship and all your stuff', while the pirate players do what they want to do anyway, while you might not want to build another ship and waste your time outside of this game.

Quote

It's also just way to rule based, too much structure for what was supposed to be simply sinking, or taking over an enemy ship, this whole flag system is going to just be plain annoying in big fleet battles, and wars. 

The current ship combat system, isn't trash, asking them to change the way ships receive and deal damage to each other deffinately isn't nesseccary. 

The realism part isn't relevant to the game. The Royal Navys best could only fire 3 cannons in about 5 minutes, we dont want realistic ship combat. 

Also the most confusing part, your trying to take away the freedom to retreat? 

Well after 6 minutes max (with damage dealed making it much faster) you are back to loosing and sinking. This is not intended to change something in war situations.
Yes ships in a fleet could just give up fast. But than there ships will be out of combat for some time, while the enemy keeps pounding at their base unopposed.

Quote

The current ship combat system, isn't trash, asking them to change the way ships receive and deal damage to each other deffinately isn't nesseccary. 

It currently results in ships only been sunken all the time, most in harbor, killing player population, as does the land PVP wipe problem does, therefore killing the game.
Also as listed initially the always sinking of the ship does destroy the initial development ideas for the game, like ships changing owners and getting hunted back and so on (because of which we are still not able to change names of ships, because the idea was you could find your ship back by name and reclaim it).

Quote

The realism part isn't relevant to the game. The Royal Navys best could only fire 3 cannons in about 5 minutes, we dont want realistic ship combat.

I think I have said nothing about actual changes to combat. And because realism in a game is not so important, therefore the proposed idea is valid. Yeah it is a different world where pirates have to 100% work by the 'unwriten rules of piracy'. Also that is the problem I try to announce with this idea of changes. The problem that the realistic option, of people can just sink ships whenever they want to and no rules stop them from it, is part of killing the game right now. So we want a realistic game, where the player has final game killing decision or a game with some restrictions but still actual player playing...?

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Also the most confusing part, your trying to take away the freedom to retreat? 

I think I said you can retreat - by not giving up at your own risk.
By the way the same risk while retreating you have now...


And thanks for the feedback and concerns!🤗

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Posted (edited)

Well it's just, your asking to change a lot of stuff that actually works right now, for example, you said that your npcs should be able to teleport to enemy ship on aggressive, I like the grapples on NPCs for that function better. 

I'm all for ships not getting sunk while offline. Which could be achieved by increasing resistance of anquored ships, by 1000% instead of the current lame 300%. Also make anqored ships take double damage on doors and maybe wood walls. 

Just that I think the simpler solutions might work better, just like how you asked about how a ship would change ownership with my suggested change, there is a ship claiming system in the game already, which doesnt work that well, but if your allowed to move the ship it would work perfect, and likely result in an awesome ship chase and battle for their ship back. 

Edited by Mike L

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Prevent attackers to build and put a bed in their opponent island while raiding and you will get ship combats back. The previous claim system was more ship combat oriented; far to be perfect but forced people to use ships.

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On 7/28/2019 at 7:15 AM, Sysca said:

Prevent attackers to build and put a bed in their opponent island while raiding and you will get ship combats back. The previous claim system was more ship combat oriented; far to be perfect but forced people to use ships.

I remember people naked scouting islands to see if they could sneak a claimflag to build a fob, I don't see a whole lot of difference

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On 7/27/2019 at 11:07 PM, Mike L said:

Just that I think the simpler solutions might work better, just like how you asked about how a ship would change ownership with my suggested change, there is a ship claiming system in the game already, which doesnt work that well, but if your allowed to move the ship it would work perfect, and likely result in an awesome ship chase and battle for their ship back. 

Resulting in you login in with your ship gone, just not sunk... giving you the option to 1)start again building a ship that gets lost again or 2) quit...
I am more concerned about the quit part currently... because if everyone quits, because he never can use a ship for long (or the other similar problems like in land PVP, etc.) there will be no ships left to sink or claim, because no-one is making anymore to do that... someone will have to not forget to switch the light out when he leaves...

and my suggestion is actually not that complicated to implement. Just some form of AOE buff with timers... Hell the are about to implement something no one wants - cats... just so you have a AOE attack weapon that gives you some kind of negative health buff, which you also AOE to other players around you...
I just play with the idea of a timer triggered by a event already known to the server, but add a button that allows for a strategic decision of the player, with which he has some decision in loosing his ship...
If you make the wrong decision and loose the ship, well that is on you. If you are not a little child you will not quit, but try again better...
Currently you cannot do nothing about loosing the ship. If you are an adult thinking about it, there comes the point where you think another try is a waste of time and quit...

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Posted (edited)

Wow, I never said you could use their anquor. So your ship wouldn't be gone. 

I dont feel like the players who lose a ship battle immediately want to quit. People want to quit when you come back to all your ships sunk while your offline. Which the combat timer is the biggest problem there. They should just remove it. 

And I'm not just trying to hate on ya, it's just a legit concern with this system. 

If someone throws the black flag and I'm unarmed, I would immediately surrender 25% of my loot and they wouldn't be able to touch the rest. After they find out what the 75% is they may not be able to let me go. There going to follow you and try to war your company or something. 

Dont get rid of crew limit. Npcs have weight, actual players dont. Theres no winning vs a galleon that has 100 players on it, hell they'd crash most servers they sail into. 

Theres quite a few problems and exploits that come to mind.  Mostly to do with dangerous and explosive cargo. Also placing cannons after battle had begun, and also using a ship that looks like it should lose just to stall time. If attacker runs out of supplies to attack with and you just keep ramming them, do they lose their ship?

If it's the defenders choice, if his ship sinks or not, then it must be assumed that planks cannot go missing mid fight. That's what I mean by changing the way ships take damage entirely. If the defenders ship cant be sunk unless the red flag flies then sotd, must not be able to do damage to them, and planks cant leak.  I dont even know where to begin with problems here. Or they can be sunk, and if that's the case,then why do I bother with this system? It would still be fastest and easiest to get the loot, If i just sail up to them and plank half their ship, then the ship sinks in 3 minutes and I loot as I do now, what would this flag system do about that? 

If it makes them unsinkable then I could use two accounts with this flag system, just to make my ships unsinkable. 

I'm sure theres some good concepts here, but also tons of problems to work out. 

 

Edited by Mike L

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- As I said from the beginning, people leave because they loose ships not even using them when offline...

- As I said planks take damage but way slower than crews... so they more like not sink, so make it easier to raid them, capture...

If you not repair your ship before next battle, it might leak, it more likely could sink...

- Famous last stand is valid tactic, already in use.

- Well if you give up in battle the enemy has to leave for you to continue, and after that you need to be quick about it, catch up, get close within time begore timer runs out and you can be killed/sunk/captured...

Also if you ram, you make damage, so your protection is gone...

And as easy fix, either combine it with you other company boats, or have a buff on you after you surendered before that there will be no next time to surrender as you broke the gentlemen agreement to be out of the fight...

- well you can only surrender to a fellow human, not to a soul eating demon spawn. SOTD will kill your crew and sink your ship, while sinking will take longer...

- well if they know whats in your cargo, let them follow you for a few hours until they can attack you again if they like...

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Posted (edited)

It just seems like your trying to solve online ship combat issues. 

Which the online ship combat isn't so bad. It's actually the most fun I have playing the game

I was never talking about a defender who had submitted. I'm saying an attacker engages a defender who has alot of repair mats and planks what happens when the attacker runs out of supplies which could sink defenders ship, at what point is the fight over? I think you answered that the attacker is free to run? 

So the main thing this system does is allow someone to give up in online ship combat? 

So planks take way slower damage than crew. That's not much of a detail there. Your saying once crew starts dying the ship can sink? Or your saying the ship starts the battle with extra plank resist?

Edited by Mike L

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Its an early access game for them to tune the game like a beta same thing basically .....,

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21 hours ago, Mike L said:

So the main thing this system does is allow someone to give up in online ship combat? 

So planks take way slower damage than crew. That's not much of a detail there. Your saying once crew starts dying the ship can sink? Or your saying the ship starts the battle with extra plank resist?

- No, not really.

It should solve multiple issues with the ship side of the game, which currently make people quit.

1) Offline sinking. Most ships dont sink in combat. People loose them befire they can use them, again and again until the no longer try to build new ones. And it dies not matter how fast you can solo a new one. Making them worthless does not keep people from quiting.

But with the idea above there is still something in it for the offline raider, be it just a little. And he has to be the first, before there is a protection timer preventing continues looting.

2) For the guy just driving around minding his own business, he can just give up when chased, pay the pirate his fee and continue on. Sucks less than getting sunk.

And again there is still something in it for the pirate. Makes for much needed interaction.

3) For the guy not giving up or being the pirate, well not so much changes. You can loose your ship and everything.

4) Finally alliws what was planned from the start by the devs. More likely that ships change hands.

5) Allows for the ships to again cost more to make making them more valueable for booth sides to keep and get.

6) Actually make it possible for people to live on and of the ship, no need for base, because your ship will be there tomorrow most likely.

 - Real age of sail combat resulted in the crew dieing, wounding, giving up. The weapon systems were made to kill the crew. They were not good at outright sinking the ship, and never fast. Cannonballs cannot make much below the waterline, where water could actually flood the ship. Currently a gally sinks when you destroy the top most plank 10m above the waterline...🤨

If you could start a fire on the other ship or hit the powder, yes that would make short work, still most likely by killing the crew.

So the idea is that planks are like damage filters to the crew, sails, and maybe steering. Better planks transfer less damage to the crew. Damage crew looses ability to work 100%. Slower reloading, slower turning ship or sails, loosing speed.

Under ideal conditions the victory will take out the crew and then decide if he keeps the ship or sinks it.

But if the ships has taken damage before that could not be repaired befire the next combat, it gets more likely that it sinks before the crew is out.

Gives also more tactical and strategic options. Take the ships off for longer time repairs or risk further damage and loss. That combined with the higher cost in replacing a complete ship (and adding respecs for ships) lowers the numbers of ships being mademad, bettering server performance (same as with the huge bases, because land defense is useless, and so causing too much lag - different problem).

Makes ships more unique and not just throw away...

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Here ill break it down for you.

1. Remove ARK tames, have only Horses deal with carts, at a reduced speed.

2. Fix melee

3. Make the game based on Ship Construction, and adventure.

4. Most of all remove half the junk people never wanted...

Result a return on investment, and return on initial player base, they lost right away.

Not doing any of the above, which btw a large number of players wanted from the start. Mega tribes included.

Since day 1 i have followed many posts, many different users of the product and each one stated that the game was being focused away from real pirate ship type game play and moving too quickly towards ARK.

Today's returned investigation showed that 2500 players played it today, and the 11 dollar game price did not attract new players, only shows the system has turned into a Life is Feudal ark clone.

 

Truth be told, a very small amount of voices are still playing the game, the rest moved on.

Doesn't that say something about the game?

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This is something we are planning to do, having that bigger focus on piracy. Thank you for the write-up, I'll have a read through and share with the team to check out. 

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1 hour ago, Jatheish said:

This is something we are planning to do, having that bigger focus on piracy. Thank you for the write-up, I'll have a read through and share with the team to check out. 

I know you sent this to my thread as well; but the thing I said about planks.... can we add this to here too?

It REALLY sucks to lose mythical planks and not have more to replace it with.... planks shouldnt be " lost!"

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Posted (edited)

So if I understand this correctly, cannon barrages will now damage crew, and not planks, and you cant offline sink ships because you have to use the flag system? 

So your ships are going to be safe as long as there anquored and your island remains claimed, that's a good bit of qql. 

I just hope there careful with the ship combat, and I already know there going to throw black flag and not fire a single cannon until it goes to either ship can sink.. 

Edited by Mike L

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Nope, no need for claimed, ship without PC just gives up, looses x stuff and gets the de-buffs.

I would rather get rid of lawless and only have claimed islands, but I rather have people enjoying the game and not rage quit after login, because their ship is gone, again...

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Yeah I like that ships wont be sunk while offline, something needs to be done about that for sure. 

This system would be an improvement, also leaves alot of work to be done on it. 

Some claim flags arent accessible, so those islands will essentially be invincible. 

Something else that needs to be clarified, can you be black flagged by more than one company? 

Will the island owner be able to destroy anyone's ship on their island at any time? 

And last an exploit that needs to be fixed with or without this system is, enemies can build a fob without a bed in it without the island owners knowledge.  This will lead to company "a" leaves all the stuff on company "b" island to raid them. Then company A simply watches the player count/ which players are online, until they see enough log off then it will be offline raid time. Any thoughts on the raid meta of this system? 

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