pfft. There are plenty of PVP opportunities on dry land without having it as a determining factor on the seas. Even worse when it functions as a magical boarding plank that requires just one lucky shot for instantaneous travel with no health/mana cap.
@Anaria To me part of the appeal of naval combat was how you need to work as a team. I mean sure you can do it solo but its going to be a lot weaker than as a group.
But... you never needed to work as a team. It was simply an advantage. Almost all of the naval battles I've been in have involved three or more ships. Team work tends to take the form of solo captains working together with their ships rather than one captain with a bunch of player crew members.
It's understandable really. Few people are willing to pour time and credits into mastering seafaring just to crew for someone else. Besides that, two sea striders with one captain each is worth more than one sea strider with a captain and a player crew member, since the rate of fire is the same and the opponent has two ships to worry about rather than just one.
Besides that, two sea striders with one captain each is worth more than one sea strider with a captain and a player crew member, since the rate of fire is the same and the opponent has two ships to worry about rather than just one.
This one time I had @Dunn board a ship captained by some kid. Dunn pitted his ass right off the ship. Two ships are better. but not always.
Oh shit, or the time we took like 5 Striders with maybe 12-14 people total to shit on one little ship. AFTER a 2 hour chase? One good ship > a bunch of boat
Now that ships can sail through chops, how about making chops so they can be flown over by those with a Transoceanic Orb? Pretty please, with sugar on top @Tecton
Tharos, the Announcer of Delos shouts, "It's near the end of the egghunt and I still haven't figured out how to pronounce Clean-dat-hoo."
Now that ships can sail through chops, how about making chops so they can be flown over by those with a Transoceanic Orb? Pretty please, with sugar on top @Tecton
This so much. Could you imagine walking to Meropis from the Shipwrecks ferry and not have to keep jumping in and out of the wilderness because the Tears of Sarapis is full of chops?
(D.M.A.): Cooper says, "Kyrra is either the most innocent person in the world, or the girl who uses the most innuendo seemingly unintentionally but really on purpose."
I think the latest crowdmap for mudlet mapper said the Tears of Sarapis were made static instead of changing? Would be nice if the ocean floor map would be visible with the in-game MAP command.
@Tecton can you give any sort of timeline to when you'll be moving the specs? (Something like "the next week or two" is plenty.) I'd just like to know for reasons of when I'll want to look at changing my specialisation layout (i.e. if it's urgent or not, and if you'll do it all at once, or take it one or two specialisations at a time).
Designs aren't finalised yet, so nothing I can give firm dates on.
Oh shit, or the time we took like 5 Striders with maybe 12-14 people total to shit on one little ship. AFTER a 2 hour chase? One good ship > a bunch of boat
I remember having an encounter like that. I started out chasing/attacking one ship with a captain that was more focused on running their mouth than doing any actual sailing, next thing I know, a few other ships trickle in. Think managed to get two or three of them, including Artanis, before the others slinked off.
ANNOUNCE NEWS #4464 (12/02/2015 at 00:49)
From : Tecton the Terraformer
To : Everyone
Subject: Ship and Seafaring changes - Batch III
-------------------------------------------------------------------------------
Our third batch of ship and seafaring changes has just been loaded up! The main focus of this batch was overhauling the way ship weapons work and making ship combat a lot less frustrating and more fun. There are still many more changes in the works, include reworking specialisations to make solo sailing more accessible, adding in more fun and rewarding adventures at sea, and many more.
Without further ado, I give you:
Ship targeting
--------------
* Ship captains can now set a ship-wide target for the vessel.
* Will colour the ship a different colour for all adventurers on the ship.
* Will allow weapons to be fired without specifying directions or names.
* SHIP TARGET LOCK <ship> will set the target. SHIP TARGET LOCK CLEAR will clear it
* Ships need to be within 40 metrons to target them.
Weapon aiming and accuracy
--------------------------
* Weapons now have 100% accuracy, but aiming and firing upon the target vessel will now be a channeled action when you FIRE.
* The length of the aiming/firing sequence will be determined by your skill in the weapons specialisation, the distance to the target, and the size of the ship.
* In the future, we'll be adding more modifiers to these calculations, such as manoeuvres.
* Seamonsters are not included in these calculations yet, and will be changed as part of a larger overhaul in that area.
Ammunition
----------
* All ammunition damage has been adjusted and rebalanced.
* Chainshot will now do pure sails damage and will bind the sails until the rigging is CLEARed.
* When dipped, this will set the sails on fire.
* Spidershot will now bind a weapon on the enemy ship, rendering it inoperable until it is CLEARed.
* This ammunition no longer does any hull or sails damage.
* Wardisc will no longer damage players on a vessel, but will fly across the deck causing the crew to duck and cower.
* The crew will be interrupted from their present task and will not accept orders for a few seconds afterwards.
* Ballista darts will now cause significant hull damage and cause the enemy vessel to start leaking.
* When dipped, they will cause an outdoor room to catch fire.
* Rowing crew will be interrupted when hit.
* Starshot will now encircle the ship's figurehead, causing any melded sailors to be unmelded.
* The figurehead will remain unusable until it is CLEARed.
* When dipped, it will start a fire on the bow.
* Flares remain unchanged.
General weapon and skill changes
--------------------------------
* Weapons have a short recovery period as they return to a fireable state.
* Damage to weapons has been removed.
* Weapons will no longer misfire.
* Weapon enhancements are no longer in the game, and all weapons are now fixed speed.
* WEAPONENHANCEMENT have been removed from the Seafaring skill. (Don't worry, there are more changes to the skill to come).
* WEAPONMAINTENANCE has been modified to reflect the above.
* WEAPONAIMING has been repurposed as per the section above.
* LOADWEAPON has been added at Weapons specialisation rank 1, removing the balance cost to load a weapon.
Because this is such a large change, and we want to see people out trying them, we have removed all harbour salvage costs until further notice.
On the flip side, the shots don't miss, so while the firing itself is slower, you're getting a lot more connection than ever before. #worth
Edit: We are monitoring all the ship engagements since the changes were released, this will likely be a week of alterations and balancing as we see how things shake out.
On the flip side, the shots don't miss, so while the firing itself is slower, you're getting a lot more connection than ever before. #worth
Edit: We are monitoring all the ship engagements since the changes were released, this will likely be a week of alterations and balancing as we see how things shake out.
Oh, yeah sorry I forgot to mention how much I realllllly like these changes.
I have no real opinion as of yet, because I haven't tested the changes and I'm still sort of digesting them. But I do have a couple questions:
1. If weapons now have 100% accuracy, what does Steadygoing now do?
2. What about weaponaim?
3. If Wardiscs no longer hit players on vessels, what is the point of envenoming/enhancing them?
My only concern here is that weapons is rapidly becoming the most important skill tree. There really aren't any acceptable solo combat configurations at the moment that allow you to have weapons 5 and do much of anything else. I know that stuff is likely to change around so I'm being patient, but I sure I can't leave port without shipscan/shipwarning. And dropping Rainstorm seems kinda suicidal if everybody is going to have ammoenhancement for combat.
At first glance, this certainly seems to have made huge strides towards making seafaring more group-oriented, with a need for specific individuals trained accordingly, and doing assigned tasks. Which is horrible for me, but better for seafaring as a whole!
That all ammunition now has a place, a definitive reason, and actually makes all the guns viable weapons is fantastic - and I'm particularly glad the arm is no longer the gimpy baby brother that people only get because they have to.
After my initial jaunt into the new reworked combat, I'd say a majority of the changes are definitely positive, but I'd want to see one tweak:
Make it so that the captain ordering the crew to change direction/stop/row/change sail status doesn't interrupt the firing sequence. Any other action, fine - but being unable to change your course without halting the weapon is brutal, and seriously neuters the captain. I don't necessarily think this would shift the balance too radically, as it appears now that with the new changes, one person on a gun shooting at someone who has even the faintest idea about seafaring really won't be sinking anyone. You're still going to need another dedicated gunner (and if the ship is on a counter-offensive, at least one other person (ideally two) to handle the incoming threats (rigging and fires).
I apparently do not have permission to edit my own post!
Something that might require investigating: according to the announce, firing sequence speed factors in level in weapons specialisation. Morthif is weapons 5, and he was firing ballista at roughly 7.5s -- I'm weapons 1, and also firing at roughly 7.5s (in both instances of moving vessels, and stopped/grappled vessels).
I apparently do not have permission to edit my own post!
Something that might require investigating: according to the announce, firing sequence speed factors in level in weapons specialisation. Morthif is weapons 5, and he was firing ballista at roughly 7.5s -- I'm weapons 1, and also firing at roughly 7.5s (in both instances of moving vessels, and stopped/grappled vessels).
avg looks like closer to 8 but yeah wonder which way this bug fix will go.
I'm really liking what I'm seeing so far. Even if I didn't get to full on participate and was just auxiliary crew. I loved that shiptarget now highlights the intended ship, which made things so much less confusing, especially when you're trying to grapple.
Since highlighting a targetted ship is now proven feasible, is there any chance we may get additional highlights for hostile and friendly vessels as per designation? There was a 2-4 ship scrum earlier. Since most of the other ships were sort of meandering on the edge of the map, it didn't really interfere, but I imagine it'll also be chaotic if they had bundled up closer.
These changes are awesome, but I'm not sure about the 100% guaranteed accuracy. I know that in the past accuracy was near abysmal, but guaranteed hits seems odd. Would be nice if there were some variables to account for the potential of an occasional miss, such as distance, wind, etc. Just my thoughts. Other than that, the changes are awesome and exciting, especially the ammo changes.
Comments
I think we need to look at that bloodline disown idea again.
It's understandable really. Few people are willing to pour time and credits into mastering seafaring just to crew for someone else. Besides that, two sea striders with one captain each is worth more than one sea strider with a captain and a player crew member, since the rate of fire is the same and the opponent has two ships to worry about rather than just one.
This also makes galleys more useful for the multiple weapons. I'm pretty impressed thus far with the changes.
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.
looks like 7.5 second delay at weapons 5.
Edit: We are monitoring all the ship engagements since the changes were released, this will likely be a week of alterations and balancing as we see how things shake out.
not sure. was a fun chase.
1. If weapons now have 100% accuracy, what does Steadygoing now do?
2. What about weaponaim?
3. If Wardiscs no longer hit players on vessels, what is the point of envenoming/enhancing them?
My only concern here is that weapons is rapidly becoming the most important skill tree. There really aren't any acceptable solo combat configurations at the moment that allow you to have weapons 5 and do much of anything else. I know that stuff is likely to change around so I'm being patient, but I sure I can't leave port without shipscan/shipwarning. And dropping Rainstorm seems kinda suicidal if everybody is going to have ammoenhancement for combat.
Autofishing. Not even once.
That all ammunition now has a place, a definitive reason, and actually makes all the guns viable weapons is fantastic - and I'm particularly glad the arm is no longer the gimpy baby brother that people only get because they have to.
After my initial jaunt into the new reworked combat, I'd say a majority of the changes are definitely positive, but I'd want to see one tweak:
Make it so that the captain ordering the crew to change direction/stop/row/change sail status doesn't interrupt the firing sequence. Any other action, fine - but being unable to change your course without halting the weapon is brutal, and seriously neuters the captain. I don't necessarily think this would shift the balance too radically, as it appears now that with the new changes, one person on a gun shooting at someone who has even the faintest idea about seafaring really won't be sinking anyone. You're still going to need another dedicated gunner (and if the ship is on a counter-offensive, at least one other person (ideally two) to handle the incoming threats (rigging and fires).
Something that might require investigating: according to the announce, firing sequence speed factors in level in weapons specialisation. Morthif is weapons 5, and he was firing ballista at roughly 7.5s -- I'm weapons 1, and also firing at roughly 7.5s (in both instances of moving vessels, and stopped/grappled vessels).
Since highlighting a targetted ship is now proven feasible, is there any chance we may get additional highlights for hostile and friendly vessels as per designation? There was a 2-4 ship scrum earlier. Since most of the other ships were sort of meandering on the edge of the map, it didn't really interfere, but I imagine it'll also be chaotic if they had bundled up closer.