Doesn't anyone remember hunting seamonsters just for RP rep? Too expensive? We didn't have ship artefacts to refill ammo, it costed a lot more to buy ammo too. The seamonster didn't give rewards other than your crew cheering and bragging about it over rum at the tavern. There was no hunger sea spell to refill your figurehead, you had to sail it up. Chops you could sail through??? What is this easy mode? Gone are the days of grapple trigger wars, cloak/flare/cloak/flare/cloak/flare no cooldown spam. Gatling gun ballista with 4 people loading and 5 people shooting (That always made me lawl not gunna lie)
Hope you can handle the hardest seamonsters out there because the first wave of Kashari war galleys I had a fleet of 5 ships at the time and they sunk the weakest 3. Even our flagship The Black Sail was below half hull when we we finally managed to drive them back. I've fought the current Leviathans and the original Kashari hit a bit harder.
When I spoke with the Kashari warlord aboard his galley before he retreated he promised to return with an even stronger fleet...
I just get tired of the same old: "ship combat is too expensive and hard" complaining, they've done a lot to balance it. They've added rewards. There can be much more other than "lol I sink you" if people cared to put the time into it.
But you're talking about the difference between admin sponsored, divine guided seafaring events and day today combat and hunting. It's like comparing bashing and 1v1 pvp with the Bal'met saga. They have totally different support and purposes. Also, the potential for 1 on 1 on ship RP changed a lot when forceboarding was removed. Negotiations now are tells and yelling and just can't have the grandiose effect you're saying they should.
Also, the potential for 1 on 1 on ship RP changed a lot when forceboarding was removed. Negotiations now are tells and yelling and just can't have the grandiose effect you're saying they should.
Generally if I forceboarded a ship and attacked immediately it meant it was a zero negotiation situation. It was someone I was going to sink. I negotiated and tried to RP otherwise
I just don't understand how you get new people into it if all the help files are as vague as possible, if more than half the specialization need to sail by leviathons to get... It's a lot of wtf is going on and what am I supposed to do... And that's even before you get into shipwarfare
I just don't understand how you get new people into it if all the help files are as vague as possible, if more than half the specialization need to sail by leviathons to get... It's a lot of wtf is going on and what am I supposed to do... And that's even before you get into shipwarfare
I think Deckhand being where it is, is a bit much. I mean I'm ALL for sailing requiring sailing but to get to deckhand you need to pass through several seamonster zones, some tight chop mazes, and a bit of time investment. For deckhand??
I can see weapons being far away to make combatants have to work to be combative. That makes perfect sense. You want to do damage, you gotta prove yourself. But deckhand should be a mainland specialisation. From an RP standpoint that's where a greenhorn starts. They are a deckhand before they are allowed to handle weapons.
I think the layout of the SPP mobs should be re-evaluated especially now that seamonsters have entered the equation.
I mean, I do think the east coast route is a bit much, but... you can get deckhand without sailing through a level 4 area. Took me awhile to figure that out, though
It's still a royal pain in the ass to get such a basic specialization. 2 out of 5 spec teachers are mainland-accessible, and 2 more are straight-line sails from Shastaan. No one has ever given a good reason that Deckhand should be tucked away on the farthest, most annoying island to get to from anywhere.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
Or if we are going to be angry about it, transoceanic orb as well. Point is the difficulty of getting to this instructor is x20 of that to going to the other instructors.
Honestly. Just putting the helm person at like. The Tower of Falaq'tor and having a new harbour there would make this a ton easier. Why's the guy for helm literally living on an ice cube in the middle of the ocean.
Ain't no one gonna get ship repairs that way.
Locations possible to move Rorthgar the Deckhand Specialist to.
Clockwork Isle - He is now a robot. WE MUST LEARN THE WAYS FROM OUR MECHANICAL OVERLORDS. Tapoa- That one scraggly old guy who got marooned. Poor guy didn't do his job well, BUT YOU SURE AS HELL WILL. Orillia- You know that harbour besides Rageteeth beach on Meropis? Yeah. Put him there, it's still a hassle, but it can be done by foot. Mysia- do what you want cuz a pirate is free. Sealion Cove- Tons of people need ship repairs after going through the Tears.
Zulah said: I can see weapons being far away to make combatants have to work to be combative. That makes perfect sense. You want to do damage, you gotta prove yourself. But deckhand should be a mainland specialisation. From an RP standpoint that's where a greenhorn starts. They are a deckhand before they are allowed to handle weapons.
Eh.
Maybe that's how it should work from an RP vantage, but in practice it seems to me like weapons are the most newbie-important role as far as monster hunting and such goes. If you're taking new people out against easy seamonsters and such you won't even need deckhands, but you will need/want weapons.
Zulah said: I can see weapons being far away to make combatants have to work to be combative. That makes perfect sense. You want to do damage, you gotta prove yourself. But deckhand should be a mainland specialisation. From an RP standpoint that's where a greenhorn starts. They are a deckhand before they are allowed to handle weapons.
Eh.
Maybe that's how it should work from an RP vantage, but in practice it seems to me like weapons are the most newbie-important role as far as monster hunting and such goes. If you're taking new people out against easy seamonsters and such you won't even need deckhands, but you will need/want weapons.
Which is why it should be farther. You don't give the newbie the RPG on his first tour. You give him a binoculars and tell him to stand back and watch.
You're giving them the end game on their first try. You really also shouldn't be just scooping up noobs to hunt seamonsters. They should learn some sailing before thinking they are captain Ahab.
Yeah I know. Targ keeps trying to sink me without dipping darts. Friggin' hilarious. Undipped darts against a galley is like chuckin rocks at an aircraft carrier from a dinghy.
Comments
Hope you can handle the hardest seamonsters out there because the first wave of Kashari war galleys I had a fleet of 5 ships at the time and they sunk the weakest 3. Even our flagship The Black Sail was below half hull when we we finally managed to drive them back. I've fought the current Leviathans and the original Kashari hit a bit harder.
When I spoke with the Kashari warlord aboard his galley before he retreated he promised to return with an even stronger fleet...
zGUI 4.0 - A Free GUI for Mudlet 4.10+
zGUI 4.0 - A Free GUI for Mudlet 4.10+
zGUI 4.0 - A Free GUI for Mudlet 4.10+
I can see weapons being far away to make combatants have to work to be combative. That makes perfect sense. You want to do damage, you gotta prove yourself. But deckhand should be a mainland specialisation. From an RP standpoint that's where a greenhorn starts. They are a deckhand before they are allowed to handle weapons.
I think the layout of the SPP mobs should be re-evaluated especially now that seamonsters have entered the equation.
zGUI 4.0 - A Free GUI for Mudlet 4.10+
Ain't no one gonna get ship repairs that way.
Locations possible to move Rorthgar the Deckhand Specialist to.
Clockwork Isle - He is now a robot. WE MUST LEARN THE WAYS FROM OUR MECHANICAL OVERLORDS.
Tapoa- That one scraggly old guy who got marooned. Poor guy didn't do his job well, BUT YOU SURE AS HELL WILL.
Orillia- You know that harbour besides Rageteeth beach on Meropis? Yeah. Put him there, it's still a hassle, but it can be done by foot.
Mysia- do what you want cuz a pirate is free.
Sealion Cove- Tons of people need ship repairs after going through the Tears.
Maybe that's how it should work from an RP vantage, but in practice it seems to me like weapons are the most newbie-important role as far as monster hunting and such goes. If you're taking new people out against easy seamonsters and such you won't even need deckhands, but you will need/want weapons.
You're giving them the end game on their first try. You really also shouldn't be just scooping up noobs to hunt seamonsters. They should learn some sailing before thinking they are captain Ahab.
zGUI 4.0 - A Free GUI for Mudlet 4.10+