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Found 6 results

  1. Devs, how can you possibly call this a pirate game when stealing boats takes years? I mean this has to be one of the main priorities!? Kill the crew, break the doors, kill the beds, steal the ship. You have all the mechanics in place already yet you guys insist on a timer to take ships. It's absolutely terrible. Two minutes to sink a ship but 5 hours to steal. You got to be kidding us. I brushed aside that this was just a ark remake, but can we at least get some decent mechanics?! Also why can small tribes not be nomadic? Would make everyone much happier if you could park your boat in the middle of the sea and log off. Take a hint from eve online. The best pirate game ever made. A small tribe shouldn't have to fight for and defend land. Their should be a way a group of four people have a boat an when they all log of the boat despawns after set amount of minutes or after the personal owner logs off it despawns long as no one is aboard or taking damage. Yet alone how many frames people will save when coming to over crowded areas when others are not online. Would improve game experience ten fold and also make the game an actual game of its own instead of being ark 2.0
  2. Lately I was roaming my pirate island, having pirate thoughts. The approaching end of the world put me in a very melancholic state, as I realized, that all my treasures I robbed and crafted the last couple of month will be lost. Then I had one of those brilliant ideas only a rum soaked pirate mind can have: How amazing would it be, if we could burry treasures!! I mean, I realize, we will not be able to do it over the apocalyptic rebirth of the coming wipe. But what if we really could burry a small chest in game? Wouldn't that be the most natural pirate thing to do? Solo players would have a nice way to hide away valuables. On the other hand, well skilled pirates would have the ability detect nearby treasures. Treasure hunting would get a whole new dimension.
  3. TheSzerdi

    Capturing Ships

    The system sucks. It's currently impossible to capture a ship unless it's abandoned. Selling captured ships was the main source of income for pirates. The piracy tree end tier skill sucks too. One minute off the capture timer with a ninety second cool down. The whole system needs to be replaced. Alternate system one: Each deck of a ship has a capture zone that must be held for X time. You can capture them in any order, but must hold all of them at once for Y time to claim the ship. The zones can be re-captured by the ship owners. Alternate system two: All enemy NPC's and players must be off the ship. Claim flag like the current system, but much shorter timer (30 minutes or less). You must remain on the ship to capture. Enemies stop countdown, but do not revert it until all claimants are off the ship. Anchored ships have an additional separate claim requirement that ends in a minigame to break the anchor before the main claiming process can begin.
  4. New Mechanic Suggestion: Sail Ships away if All Crew/Deck Hand Killed [15 Minutes] Why: Piracy revolved around stealing ship's w cargo Stolen ship's Should increase LVL cap of ship by a % of LVL cap this is due to LVL cap being determined by ship dock type Mythic dock would offer +15 LVL cap increase, Masterwork +12 LVL cap, and so on Diminishing returns of this too should be implemented, stealing a ship a second time would off less of a LVL cap increases & stolen ships should be harder (longer timer) to steal Stealing a ship BACK (from prior owned company) should have a shorter timer (both on Sailing AND Stealing back, This incentivizes Company’s doing raid missions to steal a boat back, Invulnerability should be turned off on doors and walls and any “deckhand” (IE killable) for a stolen boat from a Previously owned company) THIS IS A HUGE INCENTIVE to steal ship's (ship inventory should have Mechanic/Button to see stolen history (another reason to have company names binding)) Deckhand Status: If anyone in range of deck (fighting in water wont negate Deck hand), Deck hand status to boat. (Multiple boat deck hands can be applied as clustering boats in and of itself is a HUGE disadvantage to the boats being clustered) Who has been on deck in last 15 minutes (only in zone, cant bed-spawn, then bed-spawn to somewhere else will reset it) Making Landfall will also negate being a Deck hand -A deckhand who was killed in range of ship will not RESET deckhand timer unless alive past bed/PvP timer (IE Re-spawn timer is 3 minutes due to multiple PvP deaths, he will have to stay alive 3 minutes PAST re-spawn to Reset Deckhand Timer, Which would be at 12 minutes as he was dead for 3 minutes waiting on re-spawn) This forces people to GUT ship's and destroy beds. (so fighting will be extended, and should be rewarding) This will allow/force players to design better ship interior's as they will take consideration, (seen a lot of galley hallow, this mechanic will require them to build better) If Deck-hand Status alive to ship, Ship cannot be sailed away or NPC's snapped to sail Sailing: Sailing a ship away allows a Chase mechanic/Game Play, adds the option to request companies to help save ships (cross company support/help would be more wanted/requested) Ship cannot be anchored in Island invulnerability range, Sailing in a Free-port would be DETRIMENTAL to someone trying to steal. It would cancel the steal status/flag. It would allow the crew to come back to the ship and they couldn’t be killed, and those in range would reset the sailing ability of the boat. Ship owner can TRACK BOAT (still visible on map) until the boat is Claim flag’ed stolen. (allows them to chase it and have great time fighting to get it back) You will HAVE to have NPC's snap to each sail (2 per sail) during sailing/stolen process; Unfamiliar Sail/Knot/Rigging System of unfamiliar ship is a DISADVANTAGE and require more constant attention to work Allow/Require 2 players To operate a sail (2 players having to communicate (open to -65 degree 100% sail) and both having to get it correct, if either put different option sail has random negative effect, Random Rotate/Open Close) NPC's cannot man anything OUTSIDE OF SAILS; Players cannot man anything outside of SAILS and Helm (piracy skill for helm control? Disadvantage to DRIFT without this piracy skill, meaning any one can sail it away but a pirate would be BETTER at it and constant readjusting course) Reason, it will require players to DISADVANTAGE another ship to make this play (they weaken a boat by either having extra crew/NPC on it (less player/crew slots) or they have to remove gun NPC’s, Or 2 actual players NPC LVL must be above 20 (more experienced sailor right?) Mechanic / Game play I’m still concerned about: Parking ships in SUPER harbor’s (this takes all the fun out of rescue missions) maybe have a mechanic that the ship cannot be parked at/in range of Islands w a high/med value? And within a LARGE range of a foundation/building structure Of course people would just build SUPER LARGE structure/harbor in the middle of the ocean… but if they went through that much trouble to build it in the middle of the ocean and are that big of a target to be attacked and have a bounty placed on it… so IDK Suggestion and feedback are APPRECIATED A company Can only steal a CAPPED amount of ships from another company (avoids company stealing each other’s boats to get super fleets) (say 3 ships Company A can only steal 3 ships from Company B But can steal another 3 from company C ect ect ) I think this mechanic added to game play would: Incentivize people into NOT sinking Ship’s instead try and STEAL ships (reward system to not offline ) I think the GAME-PLAY would offer a Great Reason to use The Bounty systems and offer company's a reward to get boats back.
  5. I have taming and Piracy. As a pirate, I can make cages, nooses, handcuffs, etc. But the last ability in the Piracy Tree... is USELESS in PVE. How can I claim a ship that I can't even get on? Instead we get the floating "bug" and you can't do anything except die or hope someone grapples you out. Also, having to knock someone out to handcuff them... sure... that's cool. But they can still run away when they wake up. Grappling Hook isn't exactly great looking (or efficient) when dragging someone to a cage or something. Maybe enable the Bludgeon to be able to knock out anyone in PVE (does no damage, just increases Torpor). It would help when trying to arrest and punish bad visitors. But... basically almost the entire Piracy Tree is useless. I have abandoned boats in my Harbor that have been there for weeks and I can't even claim them as a pirate! This needs to be fixed. Especially for PVE. Pirates and Captaineering people should be the only ones that can board/claim ships... While they are anchored. Consider each ship has a flag and there should be an appropriate flag timer. Of course Pirates with the last Skill can declaim faster. This will help fix the abandoned boats issues in PVE without having to wait for 3 weeks of inactivity when it only takes 1 spawn to "reset" it for another 3 weeks. Treat each ship as flags, just like land claims. Pirates can claim ships faster. Cannot be claimed until the flag timer runs down due to inactivity. The more ships the company has, the lower the timer is... just like with land claims as they are now.
  6. I do not use any equipment in the character after using the skill "Prying Eyes Feat". I can only use equipment after dying or reconnecting to the server.
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