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Spicy_Churros_Ttv

Pre Crafted Ships a step in the Wrong direction.

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Summed up in short Pre-crafted ships are Garbage. 

 

The excuse that exploits on ships are rampant is so lazy. 

 

No Blueprints, no use for resources, no use for sails. Just cookie cut versions that the devs which we already know are terrible at designing and implementing let alone following through with their ideas promised to expand upon. How? By allowing you to build 40 structures on the boat. Oh gee... They still have not fixed the bug where the precrafted ramming galleon's nose of the ship when down to 0 hp from 15k instantly sinks the boat despite the rest of the ship being repaired.

 

If they cannot fix a precrafted ship thats been in the game since the start of the season why would you think they could bring in new boats that arent as broken if not more broken that what is currently in game.

 

(wild how their solution to fixing something is to bring in a totally new system that's more flawed than the last) 

Some dev justified their job somehow by suggesting this swap is my guess.

 

What are your thoughts about these pre-crafted ships  and their effect on the future of PVP in the game. PVE aside.

 

Also i feel the devs are brain dead with the new claim system they fail to realize mortars are a structure in this game capable of cross island hits. How are you going to defend against mortars when part of the island is in peace mortaring your part of the island in

 

The new Kraken ship cannot turn without the sails open HOLY Crap thats terrible the new kraken ship also when the front or back plank are 0 hp Instantly sinks. Man Imagine still having a known bug in the "new" boat system and then adding onto it.

 

If they implement the new system they should get rid of craft limits on blueprints and let it be like ark.We also neeed BP CRAFTING STATIONS to Craft the blueprints that require ALLOT of resources 500 slots please...  This would make people farm more for resources not grind out RNG (what is this a fucking casino? ) for a bp that goes away after 2 fucking crafts or 5 sails.. after 5 months of looking for it..  that's garbage and you know it.

 

We deserve infinity crafts on blueprints just like ark...this will push an economy into the game because you can sell pre-crafted boats for in game gold or other Blue-prints. 

 

New players could find a great gun port blue print or sniper or Armour and  trade it for anything with another. If a mega tribe has multiple sail bps over a certain % it's in their best interest to trade them for things they lack.... Every one clutches their boats like pearls bc they are afraid to lose something they invested 4 months farming for. RNG in this game i repeat is garbage and you know it.

 

NO ONE QUITS A GAME BECAUSE THEY CAN CRAFT AS MANY BOATS AS THEY WANT.

combat.? @devs

Edited by Spicy_Churros_Ttv
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Ship building is my favourite part of the game. However I would swap some of the build ability for more realistic Pyrate ships and decent interior design. When I first played ,the one thing that put me off from pvp were the floating fortresses that looked nothing like Pyrate ships at all, More like wooden pyramids. I don't want to play like that. But I havent liked anything about the pre fab items so far, ship or buildings.

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57 minutes ago, Whitehawk said:

Ship building is my favourite part of the game. However I would swap some of the build ability for more realistic Pyrate ships and decent interior design. When I first played ,the one thing that put me off from pvp were the floating fortresses that looked nothing like Pyrate ships at all, More like wooden pyramids. I don't want to play like that. But I havent liked anything about the pre fab items so far, ship or buildings.

thanks for replying, the new boats coming in will not stop people from building huge fortress structs on because the build limit is still 40 structures.

 

They just force you to buy a pre-crafted boat without planks/gunport customization in addition to now using a new repair method that's less intensive requires no resources and is currently broken/bugged. TBH those giant pyramid builds have not been used/seen since season 2 unless you play on a pve server. 

 

Also how hard is it for the devs to come up with a "hammock" style bed... Pirates don't sleep on the planks.

Edited by Spicy_Churros_Ttv

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Greetings Pathfinder Spicy_Churros_TTV!

We, at GrapeShot Games, are so grateful for your feedback!  We can assure you we have 100% taken your feedback into consideration!  We have been working hard to introduce more realistic piratey elements into the game such as anchor turning and alternative methods to powering boat movement such as slave crew and oars.  These changes are not possible without modular ship building which we are working hard to introduce!  We believe this will provide pathfinders new ways to play and enjoy the game while delivering the most piratey experience possible!

Please enjoy!

Edited by twiztedmike
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2 hours ago, twiztedmike said:

Greetings Pathfinder Spicy_Churros_TTV!

We, at GrapeShot Games, are so grateful for your feedback!  We can assure you we have 100% taken your feedback into consideration!  We have been working hard to introduce more realistic piratey elements into the game such as anchor turning and alternative methods to powering boat movement such as slave crew and oars.  These changes are not possible without modular ship building which we are working hard to introduce!  We believe this will provide pathfinders new ways to play and enjoy the game while delivering the most piratey experience possible!

Please enjoy!

Great reply Mike, 

I think modular ship building is a cop out and lazy. Modular Building is the setup to a PAY TO PLAY system. Very easy to see they want to introduce gold farmers to the game or sell gold packs to players to allow them to buy boats and get out on the water faster. 

Edited by Spicy_Churros_Ttv

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I do understand that it's fun to do custom ship building, to set your design etc, but current ship building system leads to this:

tTULCCO.jpg

I mean it also some king of fun, but... as for me, totally wrong, and ruin all sailing age romance. Most of all - current ship system made the way, that we just need 3 ships.

- Small and fast one - Schooner.

- Battle ship - Brig.

- Large carrier and fast one - Galley.

All different purposes of ships made by our customs. Wanna more armor - add roofs, walls and ceilings armor as in picture above. Need more firepower - add some guns to deck and custom floors, etc. So we have like base (Schooner, Brig and Galley) and infinite amount of ship types - all your imagination came to.

BUT!!!

All of this: "I make ship for my playstyle" will anyway lead to only meta. And if you wanna survive, you'll anyway need to build a meta design. Usually it stupid looking.

New ship system with modules leads us to more real like ships. I mean from the picture above to these:

3nKSkb3.jpg

pPj2o8H.jpg

HDNTzOV.jpg

km6CCUA.jpg

FZfA9sb.jpg

aZWIzbC.jpg

The only thing DEVs made wrong with Ramming Galley is made it all from "blocks". What they should do is:

a) - Keep current frame, planks/gunports, decks (and current way to paint all). 

b) - Instead of separate sails - introduce "rigging". One piece of equipment, contain all masts, cables, ropes, ladders, flags, AND SAIL SPOTS were we then put sails of our choice (square or triangles). No more weight sails.

c) - Each deck should have square holes - those are spots for modules. The modules I see: 

- Cockpit - wide back part of ship with our room (bed for respawn, chest for gold, steering wheel on top of it)

- Berth (for crew, the more we have, then more crew we can hire).

- Cargo hold (for all our stuff. More we have - more cargo we can carry. All cargo holds connected together AND CONNECTED TO DINGHY. We can easily oneclick transfer cargo from ship to dinghy, which also have storage box).

- Ammunition - just one requires. Storage box for all our firearms balls, bolts, etc.

- Supply - just one requires. Small room with mess table, grille, food storage bags and water barrel.

- Small and large cages for tames transfer. No more tames in decks and no more elephants in sloop (also no more tames loosing in waters).

- Masterworks - just one requires. Small room contains smithy, mortar and pestle, and some kind of small forge.

- Outside attachements.

Maybe some pirate stuff, like armored room for valuables. Prison - for hostages, etc. I dunno.

Just because each ship has limited size of deck - we can not put all... I mean, with large frigate we can, but smaller ship, requires us to think - what do we need. So all our customization will be within our choice. Wither we need fast cargo vessel (then we have just few berth for sails crew, and else in cargo holds), or war machine (then - alot of berths for gun crew, and gunports) etc.. 

d) - Add some beautification layer (like lanterns set, some figures set, head figure etc).

And most important for DEVS. All those modules, rigging, beautifications might be in different styles. Like southern style. Nordic style. Etc. And DEVs can either sell addition styles as DLCs (I would buy all), or even put them to "lootboxes" and sell lootboxes. So more real income will come for game support.

That Atlas I would gladly play. With NO shotguns ships. NO roof covered rhombus ships. NO six masts vessels. Yes to jib and mizzen sails. Yes to boardside battles. 

Definitely NO to this!

c1cuPXe.jpg

Edited by George Catcher
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guess you are all PVE players...
in PVP speed is everything...

40 structure limit? he who uses less wins... or at least gets away not sinking...
you might see a armored ship... on PVP it looks like a slow moving easy target... not even need to bar shot it... just run circles around it outside its cannon arcs...

and the other thing is in fleet battle: less individual structures = less lag = less turn-based combat feeling...

the module system might bring real customized ships back to Atlas... where the modules give specific buffs with real usefulness for your play style... not what we have now, where the main stat for a combat ship is it's weight ratio...

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The trouble is the pre fab ships aren't so far more realistic Pyrate ships as promised, one is definitely based on a greek trireme and the other is a disney ride style Squid ship. So this makes me a bit pessimistic for the future of Atlas ship building and it's announced move towards realism.

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@Sheepshooter

Speed was more important than weight, generally, in PvP in my experience also.. Several reasons

1. When you enter a grid the entire grid gets an announcement that you've entered and since red often equals dead best if you can move swift

2. A fast, sleek ship is easier to engage and disengage with, as shooter stated

3. When your sailing, and take damage, its easier to repair. Less sorting, and more room for planks, repair mats etc., cleaner LoS for swivels on deck etc..

 

Heavy ships were used for covering land attacks and they were heavy from all the cannons and ammunition. They were used for knocking out cannon towers and land based defensive structures primarily.

The exception was the occasional BP supership with 200%+ planks, but even then, they often ran with sleek schooners carrying barshot and greek fire. The schooner kills your sails, then once out of range, members who fast traveled to the schooner, would be geared up and swimming over to board your ship. Finally the BPed Heavy would come lumbering in to sink ya..

 

Specifically regarding modular ships, they still need the ability to be significantly customizable or the library of modules should atleast be vast. Pirate ships should reflect the pirates aboard...

     1. Some were pretty and clean, masquerading as merchants

     2.. Others were ugly guerilla ships, modified heavily, with cannon ports hand sawed into place. They instilled fear and sometimes won without fighting. They hid in the vastness of the ocean..

     3. Scan YouTube and look up a modern Somali pirate ship and work backwards to the Caribbean... some of these ships masqueraded as fishing ships during the day then simply conducted boarding attacks at night or with the small, possibily desperate, army of locals below deck.

     4. Other pirate ships, especially privateers, were like the ones @George Catcher depicts. What one nation calls a terrorist another may call a freedom fighter, things were no different back then. One side called their crews sailors, soldiers and privateers the other side called the same humans pirates, invaders, infidels, etc..

     5. Finally we have the rogue hybrid. Those who mutineed and became outlaws. Those ships which were stolen or captured, etc.. The small time hoodlum who scored big and the veteran seamen who grinded taking calculated risks.. These ships would also be covered by Georges illustration..

 

Obviously this is a video game, not a historical reenactment, but as a general principle for development, the less Meta the better. 

Edited by Ranger1k
Actually upon further reflection MOST of this would be covered by the ship types listed by @george catcher

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19 hours ago, George Catcher said:

I do understand that it's fun to do custom ship building, to set your design etc, but current ship building system leads to this:

tTULCCO.jpg

I mean it also some king of fun, but... as for me, totally wrong, and ruin all sailing age romance. Most of all - current ship system made the way, that we just need 3 ships.

- Small and fast one - Schooner.

- Battle ship - Brig.

- Large carrier and fast one - Galley.

All different purposes of ships made by our customs. Wanna more armor - add roofs, walls and ceilings armor as in picture above. Need more firepower - add some guns to deck and custom floors, etc. So we have like base (Schooner, Brig and Galley) and infinite amount of ship types - all your imagination came to.

BUT!!!

All of this: "I make ship for my playstyle" will anyway lead to only meta. And if you wanna survive, you'll anyway need to build a meta design. Usually it stupid looking.

New ship system with modules leads us to more real like ships. I mean from the picture above to these:

3nKSkb3.jpg

pPj2o8H.jpg

HDNTzOV.jpg

km6CCUA.jpg

FZfA9sb.jpg

aZWIzbC.jpg

The only thing DEVs made wrong with Ramming Galley is made it all from "blocks". What they should do is:

a) - Keep current frame, planks/gunports, decks (and current way to paint all). 

b) - Instead of separate sails - introduce "rigging". One piece of equipment, contain all masts, cables, ropes, ladders, flags, AND SAIL SPOTS were we then put sails of our choice (square or triangles). No more weight sails.

c) - Each deck should have square holes - those are spots for modules. The modules I see: 

- Cockpit - wide back part of ship with our room (bed for respawn, chest for gold, steering wheel on top of it)

- Berth (for crew, the more we have, then more crew we can hire).

- Cargo hold (for all our stuff. More we have - more cargo we can carry. All cargo holds connected together AND CONNECTED TO DINGHY. We can easily oneclick transfer cargo from ship to dinghy, which also have storage box).

- Ammunition - just one requires. Storage box for all our firearms balls, bolts, etc.

- Supply - just one requires. Small room with mess table, grille, food storage bags and water barrel.

- Small and large cages for tames transfer. No more tames in decks and no more elephants in sloop (also no more tames loosing in waters).

- Masterworks - just one requires. Small room contains smithy, mortar and pestle, and some kind of small forge.

- Outside attachements.

Maybe some pirate stuff, like armored room for valuables. Prison - for hostages, etc. I dunno.

Just because each ship has limited size of deck - we can not put all... I mean, with large frigate we can, but smaller ship, requires us to think - what do we need. So all our customization will be within our choice. Wither we need fast cargo vessel (then we have just few berth for sails crew, and else in cargo holds), or war machine (then - alot of berths for gun crew, and gunports) etc.. 

d) - Add some beautification layer (like lanterns set, some figures set, head figure etc).

And most important for DEVS. All those modules, rigging, beautifications might be in different styles. Like southern style. Nordic style. Etc. And DEVs can either sell addition styles as DLCs (I would buy all), or even put them to "lootboxes" and sell lootboxes. So more real income will come for game support.

That Atlas I would gladly play. With NO shotguns ships. NO roof covered rhombus ships. NO six masts vessels. Yes to jib and mizzen sails. Yes to boardside battles. 

Definitely NO to this!

c1cuPXe.jpg

TBH all i see in the difference of builds is the sail design which can be achieved through sail skins. Your view of the game is PVE based, I know this because you refer to galleons as moving things? Again you cherry pick a design that is not even close to the meta in PVP please leave PVE out of this. Every variation you listed with pictures exist in the game already in some fashion yours just have fancier looking sails. Pplease quit pandering to the cookie cut ships the devs force upon us its unimaginative building and sad.

 

Nice photo images too please refer to the ATLAS trailer to see how the current ships can be built to look just as good. Every ship looks great until they let you build 40 structs.. which they have said they will let you do in the new system as well so you will se stupid armour builds from pve players arise in the new system as well. What is your response to that?

9 hours ago, George Catcher said:

Oh, yeah, btw guys, check how "cool" is painting works with this new "kraken ship" : (((

(It's a shame).

 

(same as Ramming Galley).

remember this galley ship is still bugged and sinks when the front reached 0 hp... so... i mean cool im glad they can paint it?

Edited by Spicy_Churros_Ttv

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16 hours ago, Sheepshooter said:

guess you are all PVE players...
in PVP speed is everything...

40 structure limit? he who uses less wins... or at least gets away not sinking...
you might see a armored ship... on PVP it looks like a slow moving easy target... not even need to bar shot it... just run circles around it outside its cannon arcs...

and the other thing is in fleet battle: less individual structures = less lag = less turn-based combat feeling...

the module system might bring real customized ships back to Atlas... where the modules give specific buffs with real usefulness for your play style... not what we have now, where the main stat for a combat ship is it's weight ratio...

I think weight is a central theme in real life when you take into account older naval engagements. We aren't steam powered here. To ignore weight as a central theme seems to be a step away from reality. 

 

My biggest gripe is this is a move towards sea of theaves style repairing and ship building. Not what allot of us signed up for now what we would like to see in the future. The repair system itself is so watered down it's hard to talk about.

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How come they dont add modular building to the current ship system? where is the Galleon with Oars, the sloops with oars? Again just seems lazy what happened did they lose the rights to the IP on the current ship building system why the sudden change of direction?

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7 hours ago, Spicy_Churros_Ttv said:

How come they dont add modular building to the current ship system? where is the Galleon with Oars, the sloops with oars? Again just seems lazy what happened did they lose the rights to the IP on the current ship building system why the sudden change of direction?

Because they have NO IDEA how those old ships are made = programmed... that guy is long gone and no one asked him how to do it...
And with the problems that the game has with the old ships they thankfully decided to do new ship mechanics...

And by the way the current Gold ships are not the new modular ships that are coming later...

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13 hours ago, Sheepshooter said:

Because they have NO IDEA how those old ships are made = programmed... that guy is long gone and no one asked him how to do it...
And with the problems that the game has with the old ships they thankfully decided to do new ship mechanics...

And by the way the current Gold ships are not the new modular ships that are coming later...

Maybe they should address the community on this so we can all stop asking questions. If this is true seems sad and again lazy of the devs. 

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Not sure I believe that a programmer knows an entirely unique build of something in code that no other programmer can do, I mean it's not the moon landing we are talking about here.

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10 minutes ago, Whitehawk said:

Not sure I believe that a programmer knows an entirely unique build of something in code that no other programmer can do, I mean it's not the moon landing we are talking about here.

I agree

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well this game is an ARK mod that the acquired and got rid of the modder after the acquisition... thought the will figure it out on their own, I guess...
same as the loot tables, right...?

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The reason for me to play the game is the free design of ships.

My building brain power against the teen boy troll builing power..the result is obvious.

Yes, i own an armored schooner, why not ? it is far from invincible, but still much stronger than the vanilla.

I wont play Atlas with prefab ships, sounds very boring to me.

Considering the new Kraken ship you see the direction of the game : 75 dried squids and a ton of gold : Devs are driving small groups and solo players away from the game

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14 hours ago, Dev Crusher said:

The reason for me to play the game is the free design of ships.

My building brain power against the teen boy troll builing power..the result is obvious.

Yes, i own an armored schooner, why not ? it is far from invincible, but still much stronger than the vanilla.

I wont play Atlas with prefab ships, sounds very boring to me.

Considering the new Kraken ship you see the direction of the game : 75 dried squids and a ton of gold : Devs are driving small groups and solo players away from the game

yes this is why sea of thieves is a dead game because all you can do is ride around in a precrafted boat.

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On 2/12/2021 at 3:40 AM, Whitehawk said:

Not sure I believe that a programmer knows an entirely unique build of something in code that no other programmer can do, I mean it's not the moon landing we are talking about here.

Understanding a programming language and understanding how something is programmed is the same thing? Anyone who can read numbers would understand any equatian?

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When professionals of any profession reach a level in anything  they are deemed qualified up to a certain standard. I do not believe that the people originally working on Atlas were the pinnacle of the programming world (that's not meant as a  slur on them in any way either). For one it is a breakaway from an ark dlc, and for two if there was such a uniquely skilled programmer, they would probably still be working on Ark. Meaning they would probably still be available in some way. I have a relative who is at the top level in programming, when they applied for the job they have now, there were over 3000 other applicants with almost the same credentials.

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On 2/13/2021 at 11:03 AM, Pant said:

Understanding a programming language and understanding how something is programmed is the same thing? Anyone who can read numbers would understand any equatian?

I can see that grapeshot send their programmers into new toys(Dolphin, seahorse) and useless mechanics (farms, markets) instead into the really important issues (Server LAG, game Bugs).

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On 2/13/2021 at 2:39 PM, Whitehawk said:

When professionals of any profession reach a level in anything  they are deemed qualified up to a certain standard. I do not believe that the people originally working on Atlas were the pinnacle of the programming world (that's not meant as a  slur on them in any way either). For one it is a breakaway from an ark dlc, and for two if there was such a uniquely skilled programmer, they would probably still be working on Ark. Meaning they would probably still be available in some way. I have a relative who is at the top level in programming, when they applied for the job they have now, there were over 3000 other applicants with almost the same credentials.

You think they would roll us back 3 times last season if they understood how the Yeti and kraken worked? Do you think they understood the consequences of the barrel patch when they released that? Do you think we needed a dolphin or a seahorse at this stage? I don't even understand what you are trying to argue about when theres 40 pages of evidence that shows they don't understand how the game works at the top of the page labled as "Patch notes".

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Fallout 76 had some of the best software programmers in the world. When it was released it was a buggy mess. And there are many games the same. Sorry but you seem to know less about programming than I know about period pains.

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