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Found 7 results

  1. 1. Ship Panel from Wheel Add the ability to push F from the ship's steering wheel. Like tames, when riding them, the player is able to simply press F to access the tame's inventory and assign level-ups while riding the animal. Players should not have to leave the Wheel to level up the ship. 2. Repair All Structures Currently, NPC crew only repair the planks of ships. It would be a tremendous Q.O.L. improvement to allow these NPC crew to repair all structures including ceilings, cannons, walls, chairs, e.t.c. 3. Unseat All Crew I don't know about other players, but when I get off my ship, I unseat at least 4 crew members to ensure my ship's essentials are repaired before the next time I set off. This would be another amazing Q.O.L. improvement for the ship to have an implemented option to unseat all crew. 4. Man Your Stations Add an option to NPC crew on ships that assigns them a specific position on-board. Then add an additional option on-board the ship for assigned crew to "Man Stations." 5. Handling Sail; Reverse Allow Handling Sails to provide faster Reverse speeds. As it stands, ships can currently back up no matter what. If the Ship layout includes a Handling Sail, this ship should reverse slightly faster. 6. Captain's Deck As it stands, a Galleon is the only ship that comes with a snap-able slot for a receded Deck to be placed higher up at the back of the ship. I propose another optional Deck slot be added to the back end of Brigantines and Schooners, like the Galleons, for cleaner and more aesthetically pleasing ship designs. (The Brigantine is especially difficult to make the ceilings and walls line up with the back end of the ship.) 7. Improved Respawning @mKHammerBro Better Ship structuring to prevent falling out the back of a ship in motion. This happens often. Through Decks and through the back wall. Alternatively, re-code the Ship itself to act as a Respawn point, and change the Ship's accommodation level to improve how soon it can be reused as a respawn point. Maybe this will solidify the player's position on the boat when respawning at full sail. 8. Anchoring @mKHammerBro Increase Ship's anchor length to allow deeper anchoring. Larger ships can't get close enough to anchor sometimes. Maybe a craft-able mod or purchased at a Freeport. Additionally, stop beds and other structures from preventing anchor drop. Many can't anchor their own ships inside their own territory because of a random person's ship or raft anchored nearby. 9. Careening @mKHammerBro Introduce a new mechanic to ground Ships to scrape and clean the underside of the hull. In the past, this process was called Careening, or Heaving Down. Barnacles and other sea life clings to the underside and rots away at the wood. This could also introduce a new way to repair your ship's planks or add a temporary repair and/or speed buff to your ship. 10. Mooring @ikarirain Introduce a new item to be crafted at Smithy's from the Seamanship tree, Bollard. There are instances where a ship is too large to reach an anchor-able point, so it's been proposed to allow ships the ability to be moored in by ropes to Bollards, which can be placed on piers or shipyards, to safely "anchor" the ship in your territory, given anchoring isn't possible. Additionally, increase the amount of Bollards needed to moor a ship depending on the ship's size and/or weight. 11. Select All or Individual Sail Controls @Shakarian Ability to control all sails from the wheel, or select which individual sails to give certain commands to. For instance, all sails selected by default. But press keys similar to the cannon crews to deselect certain sails. 12. More Structures on Galleons @Vostik Vostik's Galleon is comprised so far of only ceilings, roofs and walls. and They can't even place a ship resource box anymore, yet I see a vast open space in these images still to use. Increase the structure limit on Galleons. https://imgur.com/a/Mz7F2TT 13. Look-Out / Telescope @Aristocrates It is known that being at the top of a mast gives the player a slightly larger render-distance so they can see ships and such ahead of time, but it would be nicer if there was a Telescope sort of attachment to build on the Smithy that could be attached to the top of the mast, further improving this render distance for preparation or avoidance purposes. 14. Additional Sails @Grodgen Auxiliary sails: Jibs, Mizzens, Staysails, etc: Currently we only have access to main mast sails. It limits the potential of ships. Ships have tons of sails on them, including these smaller or medium sized ones. Have them take up sail a small amount of points like masts but provide enough bonuses to the ship to make them viable. Lateen Sails: We have square sails, gaff sails, and mainsails in game right now, however, we are missing lateen sails, which were used way before the other three became popular. 15. Collidable Bowsprits / Figureheads @Grodgen Collidable Bowsprits / Figureheads: Currently they have no collision. You can't stand on them and it also limits their functionality as actual bowsprits. If you like any of these options, please reply "+1" an don't forget to Upvote the post! I'll be adding ideas posted here by others and tagging them for credit so this post gets bigger and noticed! Thank you for taking the time to read this @Jatheish! Regardless, loving the game.
  2. I believe to help maintain a larger number of players all interacting with each other at different levels of the game, the cluster layout should combine both PVP and PVE from all regions of the world all on one cluster. The layout could have specified PVE grids and PVP grids so those that primarily want PVE could venture out into PVP from time to time, all areas could have access to common and fine blueprint mats, maybe even journeyman as well. The higher level mats for Masterwork and above be populated in the PVP regions (more difficult to obtain). You could set it up where power stones and essences were either split between PVP and PVE or have one tier in PVE and a more difficult tier in PVP. Along with these suggestions I'm sure there are many more possibilities with a similar setup but something has to be done to increase the number of players on the same map. With 4 official servers all under 1000 or even under 600 players the experience is really falling apart.
  3. The names of plants and mineral resources are mostly mixed up. As if names are pulled randomly from a database for any given resource node regardless of visuals. E.g. A grey metal node that visually looks like a genuine piece of granite is named "Stone (Pure Copper)" and yields Cobalt(metal). Expected behavior would be: Node looks like granite, displayed name is "Stone (Granite)", yields granite(stone) Another metal node looks like an piece of iron ore (grey with red streaks) but only yields stone, flint and cobalt. expected: node that already looks like iron ore, is respectively named "Metal(Iron Ore or Pure Iron)", yields Iron(metal) Another stone node is bright white and looks like calcite but is labeled as "pure radiolarite" yields only that but no calcite. Same with wood types: Trees that very much look like oaks and acorns yield softwood or lightwood, while a palm sapling returns strongwood. resource bark looks like rushes. an obvious cotton plant yields rushes while visually recognizable rushes or fronds yield cotton. fronds yield hemp, bamboo yields jute and so on... Very few truly obvious nodes are named right, like strawberries or coconuts. You got all the pieces available already (graphics, text, resource source code) you only have to put them together in the right order, connect the text strings with the right objects. I know this is quite a minor issue since it doesn't break anything but immersion, BUT it would enrich the game somewhat if what you see is what you get. PS: I tried to attach a screenshot but it wouldn't let me.
  4. MichaelMichael

    Simple visual sail bug. Easy fix!

    I'll leave this visual explanation here... basically fix your handling and weight sails so it doesn't look like they're pushing the boat backwards. The square sails are fine. (Alternatively re-work the handling and weight sails to work how they would in real life - that'd actually add to the gameplay with how these sails perform differently... and you wouldn't have to cheese it with increased sail angles or 'faster' turning and hoisting)
  5. Am I the only one who is close to have had enough of the sea claim barrels and all the flag notifications where either the owner or some random person wants to tell us something completely irrelevant? The entire map is close to being red if not already. it´s bad enough on land, but at least there is something valid about it. On sea however it´s barrel after barrel, usually with 3-5 barrels in sight always. I get it, sea claim and specially for the feb update is going to pay back in the bank. We are landlords(And sealords) ourselves, never harvest. Just let all the others do the work because we just got lucky. Born with a silver spoon (thank god for the unlimited resource box). However it is just getting stupid. All the 5000 flags per server with all it´s random player made flags that the client has to load each time it passes can´t be good either. Shoot a SOD? We take a cut, harvest from the seabed? We take a cut, found some floatsam? We take a cut. That part I like, but let´s be honest. At a time a patch note said it would remove sea claims and there was much rejoicing. Only to see the patch notes being changed again so they stayed. Feb patch will add teal colour to allies. But for the rest of the map your X is forever gone. So despite how I hate it in my bank account. Can we please once and for all get rid of the sea claims and every single flag notification. Not that either the claim system or lawless system even work to begin with...
  6. The 30% move speed with no wind at your sails just ruins sailing and removes any realism the game had. Yes, it was a total pain when you want to go in the wrong direction of the wind and you had to sail in a zig-zag pattern to get to where you wanted to go. But that's part of sailing. If people don't like it then this is the wrong game for them. I could see changing it to like 5% so you are never dead in the water but also hardly moving but 30% is WAY to fast. You have already nerfed the threat of pretty much everything else in the water. You are dumbing down the game way too much. If you want to make sailing easier just make the wind change direction more often as this is a much more realistic fix. But sailing against the wind with your sails concave in the wrong direction and still moving fast just kills any immersion the game had.
  7. I would love to see them make the game world more dynamic and in general feel more alive. The game world feels static and Ark is the same way for me. I love Ark, but as we all know it has some of the worst ai out of any game you'll ever play. It however is completely functional, it just isn't what I would call immersive or fun. I think adding more unique interactions between animals, players, and npcs will go a long ways. They could have nests and baby versions of creatures which was very popular in the Ark modding community. At this very moment in the game the creatures really are not that unique at all. Making them behave differently than other creatures would be a good start. Most creatures in real life are not hyper aggressive or hyper passive. My main complaint at the moment is the lack of immersive npcs. The human npcs could really set this game apart from Ark. I would love to see settlements, camps, pirate hideouts, etc. You could then raid, trade, or recruit them to your crew. This not only makes the world feel like a living thriving pirate simulator, it gives people fun distractions other than just killing "noobs". Having npcs that could wander or potentially even raid your base would be so engaging to me. The original bush people mod for Ark had a feature that allowed them to raid you and it was epic when it happened. As it currently stands npcs are very limited in their capabilities and it's a shame as I think it was supposed to be a highlight of the game. I think they have a pretty solid foundation, but I really hope they plan to expand and improve this. The freeports especially were disappointing. I expected something much larger than what we were given.
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