Add air bubbles to merchant shipwrecks

  • With the addition of air bubbles to the emergent smuggler shipwrecks, I find it pointless that we don't have them for merchant's lost shipments.

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  • I find it pointless that we don't have them for merchant's lost shipments.

    Yup, it was only matter of time. Dont worry, you will soon have them, they always remove the difficulty curve in this game.

  • @burnbacon said in Add air bubbles to merchant shipwrecks:

    I find it pointless that we don't have them for merchant's lost shipments.

    Yup, it was only matter of time. Dont worry, you will soon have them, they always remove the difficulty curve in this game.

    Can't wait for the complaints that people are spending minutes in the shipwreck and get attacked because they don't see another ship coming anymore between coming up for air and putting treasure & supplies on their ship (and take a looksie around) 😁

  • @lem0n-curry said in Add air bubbles to merchant shipwrecks:

    @burnbacon said in Add air bubbles to merchant shipwrecks:

    I find it pointless that we don't have them for merchant's lost shipments.

    Yup, it was only matter of time. Dont worry, you will soon have them, they always remove the difficulty curve in this game.

    Can't wait for the complaints that people are spending minutes in the shipwreck and get attacked because they don't see another ship coming anymore between coming up for air and putting treasure & supplies on their ship (and take a looksie around) 😁

    Queue "Shipwrecks should be safe zones!". Pop a bubble around them.

    Yep, only a matter of time before they start crying about that as well.

  • @lem0n-curry

    Found a shipwreck with two of those Black Kegs....waited 15min putting food in a single barrel until I heard my ship being attack and sunk. Well...they were surprised hear an explosion, as I hide Captain Quarters waiting for three Brig crew swimming down and there ship exploding.
    "Mother F*$^ You cheater!" was I heard before dying by shark.

    Black Kegs explode 10 seconds after fuse lit. That all it took to swim, climb and drop below deck and make a epic sword dash into the water. Also the explosion was close enough to touch the second Keg in the shipwreck....

  • @burnbacon
    Those kegs are way to common for how powerful they are. Does make for fun plays though

  • To all shipwrecks then

  • @ravenclaw214

    Not common enough for me. So far had few SW with 0 and only way to really get them is from the voyage.

    Never seen one on a beach unless that is impossible
    But, that what makes them fun. They can be fun to use or dangerous if misused. They can be great to have and use against players, or sink your own ship XD stupid skeleton cannon on random island with aimbot

  • @burnbacon
    You must be very unlucky. My entire session last night most of the islands I was on had at least one. The FOF I was fighting over with a brig had two

  • Agree. Make it consistent across the content.

  • Adding this feature to ALL shipwrecks is an easy QoL update.

  • @pc-monkfish said in Add air bubbles to merchant shipwrecks:

    Adding this feature to ALL shipwrecks is an easy QoL update.

    That's not QoL. That's dumbing the game down for 0-effort entitled crybabies, who after X years still didn't learn how to properly manage breath/food underwater. Lame lol.

  • @r3vanns With as much loot as you need to get out of the new ships, you definitely needed the bubbles. It's good gold, but I wouldn't bother with looting shipwrecks if on top of the huge amount of loot I still had to drop my loot just to bother and grab fruits from the barrels every few seconds.

    Back to topic: I agree all shipwrecks should have those bubbles now and I bet them not being in lost shipment voyages is just an oversight.

  • @r3vanns

    That's dumbing the game down for 0-effort entitled crybabies, who after X years still didn't learn how to properly manage breath/food underwater. Lame lol

    Diving down to a deep ship is just tedious and listening to yourself drowning. That doesn't take any skill. Eating food isn't hard - barrels are full of it LOL

  • @drbensei

    @r3vanns With as much loot as you need to get out of the new ships, you definitely needed the bubbles. It's good gold, but I wouldn't bother with looting shipwrecks if on top of the huge amount of loot I still had to drop my loot just to bother and grab fruits from the barrels every few seconds.

    For new ones it makes sense. I never said anything against that, did I? But I don't support much even the new ones, simply due to Merchant shipwreck voyages and due to their amount of loot.

    For regular non-voyage non-smuggler ones, it's just lame. You need bubbles for what, 6-7 pieces of loot?

    @pc-monkfish

    Diving down to a deep ship is just tedious and listening to yourself drowning. That doesn't take any skill. Eating food isn't hard - barrels are full of it LOL

    And after all the old content is nerfed to a level of half a brain cell, you'll be here crying how you don't have stuff to do, and how everything is easy.

    Then just keep eating food if it's not an issue. Air bubbles for regular shipwrecks makes no sense for the amount of loot it has.

    However, if Rare made regular shipwrecks have the same amount of loot new ones have, only in that case I wouldn't object about them having bubbles as well.


    In the end, it doesn't matter much. Rare will most likely, as usual, cave to lazy entitled brats, so whatever. 😭

  • @r3vanns

    And after all the old content is nerfed to a level of half a brain cell, you'll be here crying how you don't have stuff to do, and how everything is easy.

    As my previous post highlighted - eating food isn't hard so as a result the difficulty of shipwrecks would not be getting nerfed.

    You must hate the shipwrecks that stick out the water and have an air pocket. 'GRRR. This is TOO EASY'

  • @pc-monkfish

    As my previous post highlighted - eating food isn't hard so as a result the difficulty of shipwrecks would not be getting nerfed.

    Merchant shipwreck voyages have the same amount, if not more loot. Yet nobody was ever crying about not having bubbles.

    Until they were introduced.

    You must hate the shipwrecks that stick out the water and have an air pocket. 'GRRR. This is TOO EASY'

    If we're gonna be projecting - you must be playing in SS then, cause only there you can put zero effort into anything you're doing. I bet you love when another player approaches you, and you have to spend more time fighting for something? Oh right, that can't happen in SS.

    Stop crying about a thing that was a part of the game since forever. Rare should've never given you this feature.

    Cuz every time they give a little, a horde of lazy greedy crybabies come to forums for more, which is pathetic.

  • @r3vanns Come now, a horde of lazy people coming to these forums? There's no need to be so dramatic about people who aren't here talking to you.

    There is nothing really to this change. You're blowing it way out of proportion. Shipwrecks become a little less tedious. They don't become less "challenging". There are no mechanics to flex. Those changes are needed in other areas like the overly simplistic melee, lack of challenging riddles, etc.

  • @xdreegan

    There is nothing really to this change. You're blowing it way out of proportion. Shipwrecks become a little less tedious.

    It does get rid of a knowledge/"skill" gap. New/inexperienced players panic when they run out of air and quickly swim up to get another breath, experienced players eat through the damage and can stay down there for as long as they have food.

    This change, in isolation, wouldn't be a problem. The problem is that these kinds of changes have already happened on a broader scale in the game. The nature of the game has been slowly chipped away in order to make things "less tedious"/casual friendly.

    When harpoon mechanics were changed it made things "less tedious", when sovereigns were added it made things "less tedious", when diving was added it made things "less tedious".

    But it's not like any of these "quality of life" changes were "Eureka" moments for the devs. Insta harpoons weren't state of the art technology that took Rare 5 years to discover. The tedium was part of their original vision for the game and player interaction, a feature not a bug.

    The longer players take to grab loot, the more likely someone would stumble upon them. The longer players take to sell loot, the more likely someone would stop them. The longer players take to sail to a quest, the more likely someone would intercept them. People complain that the servers are dead and there's no player interaction, but then ask for more ways to speedrun through their sessions.

  • I agree since the addition of legends of the veil there seems to be no reason not to add air pockets to all ship wrecks as it's just simple quality of life all around. Especially when the wrecks have a lot of loot like on the merchant voyages. There's literally no reason not to make this change other than laziness. Considering the bulk of players are solo sloopers now according to Rare. Then again the latest updates are all about making solo sloopers extremely vulnerable to being found and stolen from. So the more time we have to spend under water the better for us falling victim to others which seems to be Rares primary focus.

  • @worst-tdmer

    The longer players take to grab loot, the more likely someone would stumble upon them. The longer players take to sell loot, the more likely someone would stop them. The longer players take to sail to a quest, the more likely someone would intercept them. People complain that the servers are dead and there's no player interaction, but then ask for more ways to speedrun through their sessions.

    There is a term for this - dopamine addiction.

    Good luck explaining that to these kids, who keep needing more frequent fixes not to get bored out of their minds. Silly and sad.

    Rare is doing favor to nobody for indulging them.

  • @worst-tdmer

    he nature of the game has been slowly chipped away in order to make things "less tedious"/casual friendly.

    Interesting points but I think the features you cite such as sovereigns and the harpoon as well as being convenient are also a balancer ie a solo sloop can do the task as quickly as a 4 man galley.

    I agree diving needs to be modified to encourage folk to stay on the server, reduce server hunting.

  • @pc-monkfish

    Being solo isn't supposed to be balanced, and never truly will be. You're choosing to play on hard mode as a solo, and I say that as someone who solo's just as much as I play with friends.

    And even if you wanted to balance it, there were better ways. Give solos less loot that's worth more. 5 items from a quest/event are worth the same amount for a solo as 20 items are for a gally.

  • @worst-tdmer

    Being solo isn't supposed to be balanced, and never truly will be

    Never said it was or could be - but the act of selling/collection is at least made bearable for crews of all sizes with the inclusion of sovereigns and harpoons.

  • @pc-monkfish

    And even if you wanted to balance it, there were better ways. Give solos less loot that's worth more. 5 items from a quest/event are worth the same amount for a solo as 20 items are for a gally.

  • @worst-tdmer said in Add air bubbles to merchant shipwrecks:

    And even if you wanted to balance it, there were better ways. Give solos less loot that's worth more. 5 items from a quest/event are worth the same amount for a solo as 20 items are for a gally.

    Easier way to do it would be to divide loot value among crew members rather than give everyone the same amount.

    1 Chest = 1000g, 4 Players get 250g each, 3 gets 333g, 2 get 500g and 1 player would get the full 1000g.

    It accomplishes the same thing without have to rejig the loot pools for every voyage depending on crew count, and also accounts for found/emergent/stolen loot. I'd also apply this to Alliances.

    But this is unlikely to ever happen at this point.

  • @worst-tdmer

    And even if you wanted to balance it, there were better ways. Give solos less loot that's worth more. 5 items from a quest/event are worth the same amount for a solo as 20 items are for a gally.

    I didn't want to waste the effort to respond such an outlandish suggestion. Perhaps best to ignore like a f*rt in an elevator.

    It's an open world.
    Everyone is fighting over the same events potentially and taking emergent loot from islands - how is the loot determined? Player that fired the last shot? Coding nightmare I imagine and just a bit silly.
    A solution for a problem that does not exist given the current mechanics of the Sovereigns.

    Why do you want ships to be stationary at an outpost selling(for a longer period)?

    Apart from the obvious reason of course.

  • @pc-monkfish

    Everyone is fighting over the same events potentially and taking emergent loot from islands - how is the loot determined?

    The same way enemy NPCs are determined by ship size, default to the largest ship present.

    Regardless, this was one off the top idea, @D3ADST1CK also had a good idea. The point is, there were other ways to "balance" this without killing an avenue of player interaction.

    A solution for a problem that does not exist given the current mechanics of the Sovereigns.

    Maybe you're too busy thinking about f*rts in elevators, but this was a solution to prevent Sovereigns from being necessary.

    Why do you want ships to be stationary at an outpost selling(for a longer period)?

    To increase player interaction. As it is right now there is no reason for players to go for ships at an outpost, because the addition of Sovereigns made turning in instantaneous.

    And again, picking any one of these "quality of life" improvements would be inconsequential/fine. The fact that they've all been implemented has sped up casual play at the cost of player interaction.

    Now the cycle for players is:

    • Dive to quest (skip player interaction)
    • Complete quest, which have all been nerfed for casual play (skip player interaction)
    • Insta harpoon loot (skip player interaction)
    • Sail to outpost
    • Sell everything in 30 seconds (skip player interaction)
    • Repeat
  • Add air bubbles to merchant shipwrecks

    Found a shipwreck with 3 Black Kegs. Saw a Galleon crew off the distance, kept shooting fireworks....They came my direction.
    Funny, they started blasting me second they got close. Hmmmm.

    Meanwhile, I been in the shipwreck with those Kegs, Air bubbles keeping me down there. Heard there anchor drop....

    Never had so many kids yell at me for "cheating" for using 1 Black keg and blowing them up, surprising the Galleon didnt instant sink but hey. 2 More, I waited for them to come back, detonated a second Keg, Galleon rocked and jumped out of the water.
    as a final bonus, Blew the 3rd, killing everyone in the water with me.

    Good times....

  • @worst-tdmer See, this is the same as the other guy. You're bent about changes in the past and it's making you look at smaller, actual good changes like air bubbles through a negative lens.

    If anything, this new change adds a new level of "skill" that your type of player should appreciate. Because now you're encouraged to stay underwater and collect all the loot all at once, so that's even more time you're not checking the horizon for threats. Sure, you can't FLEX ON NEWBS with your cool underwater eating skills, but I don't think anyone is really gonna be impressed with that anyway. Shipwrecks are already loaded with food, also, so it's not like you're encouraging a really thoughtful, or clever playstyle.

    Realistically, they're putting Shipwrecks on the same level as Shrines. They WANT you to go underwater, and they properly INCENTIVIZE that with both phat stacks of loot, and also ways to stay underwater. It's also not all that different from Vaults. Vaults aren't hard, they're just timed. You already DID the "hard part" by getting here, and you have an additional "hard part" getting the loot to your ship, and then your ship to safety.

    Change your example. Take newbs out of it entirely. Does it negatively effect experienced players? Are you having a worse time in shipwrecks because of the bubbles? Do you feel like eating underwater is really what was saving Shipwrecks for you and making you want to explore them? Or have your personal experiences dealing with Shipwrecks not changed in the slightest?

    Those are more important questions for this topic, I feel. Instead of all these weird Newb vs Pro strawmen.

  • I think that the air bubbles are one of the only good features of S17, I hope it sticks across all shipwrecks for the future

  • @xdreegan

    You wrote three paragraphs addressing one throwaway sentence from my post.

    Does it negatively effect experienced players?

    Yes, the majority of my post says why.

  • @worst-tdmer said in Add air bubbles to merchant shipwrecks:

    @xdreegan

    You wrote three paragraphs addressing one throwaway sentence from my post.

    Does it negatively effect experienced players?

    Yes, the majority of my post says why.

    It was the only part of your complaint that was relevant to OP, and I'd rather stay on topic than trying to download your backlogged years of complaints and frustrations with the game bleeding into everything that you say. If you do end up writing up a massive post detailing all your complaints about the game's systems and how they interact with each other to the detriment to both new and experienced players, I'd love to read it, and please ping me in that post. I'd be more interested in hearing the breadth of your thoughts on the game on your own terms and not have it piece-mealed from other topics.

  • @xdreegan

    Not off topic at all, the core of my argument against this feature, and why most players complain about simplification "quality of life" improvements, is how features like this play out in the bigger picture of the game (killing player interaction while removing depth).

    Instead of arguing against that, you strawman a throwaway line and pretend I think eating food is a major skill, when I intentionally used quotes around the word "skill".

    The knowledge/"skill" gap around underwater wrecks, and previously harpooning, selling loot, pre-nerf quests/events, and sailing; rewarded experienced players who developed systems/teamwork to work around them. It adds a small layer of depth to the game, an "Aha" moment for new players to experience.

    At its core, SoT is all about this kind of depth, from narrative moments like uncovering the tavern you've been in a hundred times and seeing the PL hideout for the first time, to combat mechanics like sword lunging/quick (now delay) swap/reload cancels, to naval mechanics like funny loading, to event strategies like keg stacking/FOTD stacking, etc.

  • @worst-tdmer Alright then, I'll just share my comparison experiences with all those points.

    Shipwrecks. Before, they straight up weren't worth going to, outside of the fact that it was just free loot/supplies. They were also a mess to navigate because you'd get hung up on random stuff depending on the RNG tilt spawn of the ship. Since coming back, some of the navigational hang-ups are still there, and now you can get siren spawns instead of just sharks, but the loot can be worth it more sometimes (I noticed in 7 years I'm still seeing the same ship names. I figured they would've added to that by now). With Smugglers, now not only is it worth it, but the navigation and loot collecting is made easier, and there's a LOT more loot to collect. All around a good change.

    I can't say much for the harpooning changes, as when I stopped playing originally there was no harpoon (this was waayyyyy back during launch and such). My experience back then and now, with those changes, doesn't really feel all that different. Nowadays you (assuming you captain a ship, which yeah isn't hard to achieve probably unless you're both BRAND new and have ZERO guidance) can just turn into the one place. The only change between at launch and now, is time. Whether I was Solo/Duo or on a Galleon, it wasn't a very common thing for me to get attacked mid-loot turn in. Not saying it didn't happen, but the real deciding factor between the two time periods that I played centered more around two things; 1 being dumb luck, whether people think I'm worth attacking or they're more interested in doing their own thing, and 2 being the decision of when/where to turn in. I can sail to a further place that might be less populated, guarantee the turn in, but the time is still spent sailing. The interesting hang-up with Sea of Thieves though is your risk is entirely random. I could be on a server with a bunch of other players who have no interest in PvP, and in those scenarios the turn-in just becomes a time-sink with no risk at all either way. Since Rare can't force that player-risk at opportune moments (such as loot turn-ins where the "story telling" would be epic), my guess is that they'd rather those happen out at sea and other islands, that way they aren't actively promoting a vulture "camp the outpost" playstyle to be the most optimal. As boring and uninspired as risk-free loot turn-ins can be, I can say that it's equally boring and uninspired for PvP hotspots to be centered mainly around turn-in spots instead of being more active across the whole map.

    Quests: I can't say much about these or their subsequent buffs/nerfs. I've missed basically the entirety of the story and have had to rely on YouTube for a bunch of a catch up, including changes that have come and went. I like that I have a better breadth of voyages to choose from, and their quality has definitely gone up from memory. You'll have to fill in the blanks for me on this though, as I don't know what specifically you could be referring to here.

    Sailing: Has only gotten better. Before at launch, there was no de-masting, no cursed cannon balls, and honestly most battles were won via your supply-count rather than any skill on your part. Also sloops used to sail faster with their sails pointed directly at on-coming wind? It was madness. The worst part was if you were "out-running" someone, it was just a time-sink. You could just run forever, and be chased forever, with the gameplay loop devolving into boarding/anchoring over and over and over. It was absolutely miserable. I'm very happy there's more ways in naval combat to both get the upper hand, play clever, be overly prepared, and have more definitive end to encounters that don't drag on overly long. I much prefer getting disabled and sunk (failing to get away), or diving away (either saccing my treasure and saving my flag, or just getting away because I didn't have anything worth taking to begin with), or turning and winning the fight, to what I had to endure before. It was an absolute slog. And thank god the wind makes sense now.

    Your final point about, let's call it "Discovery" I both agree, and disagree with. Things like the Sword Lunge that they've kept since launch, I agree with that it's a clever "aha" moment for players. But in that same breath, it's also like, "This is so good why isn't it TAUGHT to players directly"? I don't know which reload/swap mechanics you're referring to here. In my catching up I've heard of something called "Double-gunning" that sounded less like an "Aha" mechanic and more like an exploit/bug.

    Fort/Keg stacking is dope, you won't get disagreements from me there.

    Can you tell me what Funny Loading is?

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