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Permit 6 player cap for Galleons.
Despite Mixer only able to host four players, a six player cap for Galleons seems like a natural progression. -
Make the Kraken deadlier against Galleons with rewards.
Have treasure surface upon slaying a Kraken that requires time to scavenge. Other players may participate is slaying it, and stay to fight over the treasure. (Hint: Is there something unique out there that you can only get by defeating a Karken?) -
Make starting resources (bananas, cannon balls, planks) more rare at the beginning.
This in turn makes scavenged resources more valuable while out at sea. -
Disincentivize server hopping.
Players are looking to jump in and capitalize on server wide events. Discord is full of teams doing only that. -
Give advanced notice to Mixer events so players don't feel left out for items like Ebony Flintlock pistol.
Many players hope for another chance since they never knew about the first Mixer event.
5 things the developers can change now with minimal work
- Agree although i think 5 is a better number, purely out of teamwork issues as coordinating and proper tactical communication get exponentially harder the more players you have
- It says on the Wiki the Kraken does have rewards but ive killed it 5+ times and never found any. but yes a Kraken chest would be great.
- They are pretty scarce now and its boring to collect them... but they are valuable if you ever get into ship fights that come down to attrition
- yes 500% if you leave a server you should be put back in the same one, until like 20-30 mins later (unless its full, then you can hop, but that means hoppers would have to get lucky)
- what are Mixer events? i know what Mixer is but i guess its a Dev stream or something
@admiral-tweedle
Nr. 5 ist my Point ;-) wouldt Love to see a Repetition of this. Anouncment one day before is rediculus in such an important Case!!!! Also want ebony flintlock đPersonally I think the player cap for the Galleon should remain at 4, until a crew member gets Pirate Legend. I think Pirate Legends should have a perk of being able to add two extra crew members to a Galleon or getting their own, new ship.
With the Kraken, it just needs to be made harder in general and players should get the Kraken sails for defeating it... I mean, the Kraken sails are already in the game files, they should be made available.
@chrysdaze You could say anything is unbalanced. We pick and chose from the options the developers give. If you chose wrong, you suffer the consequences from it.
We could have 10 man Ship-of-the-Lines and that wouldn't change a thing. It won't make players better or worse. A Sloop can still play just as effectively. Playing ignorantly and hoping everyone you meet is friendly is the problem.
Players complain about being chased down, yet they don't bother to get an explosive barrel from the half dozen skeleton forts. No prior planning. No foresight to avoid being a victim time and time again. There are so many tactical ways to avoid being taken advantage of. It's a shame some players can't adapt.
@admiral-tweedle said in 5 things the developers can change now with minimal work:
- Disincentivize server hopping.
Players are looking to jump in and capitalize on server wide events. Discord is full of teams doing only that.
I agree with this, there needs to be a certain mechanic that doesn't allow people to keep server hopping until they found what they were looking for. Perhaps if you keep reconnecting you will just reconnect to your previous server unless you aren't in the game for 10 minutes then it allows you to reconnect to a different server.
I would say with this mechanic it would help people out.
For example:
Stream snipers, that keep server hopping.Skeleton Fort 'abusers'.
Hey i'm a streamer help me get Pirate Legend by hopping on your crew and you turn in treasure.
etc
With this method they probably could add a way if you disconnect you reconnect to the same server and the same crew, unless for example 5 mins disconnect time then you officially leave the crew and won't be able to reconnect.
- Disincentivize server hopping.
@apelovesbananas said: Skeleton Fort 'abusers'.
I don't think they are really abusing anything. They are trying to be more efficient without spending the time involved traveling from island to island.
Servers need to have more going on to encourage a variety of options for teams to consider. Not just one server wide quest.
- Permit 6 player cap for Galleons.
Despite Mixer only able to host four players, a six player cap for Galleons seems like a natural progression.
This would actually take a lot of work, because now they have to rebalance the entire ship, the length of time it takes to perform any job, and determine how it works out in the seas with sloops. Balance is not as simple as you seem to think it is, and comments like "You can say anything is unbalanced" is pretty laughable and... well, ignorant.
- Make the Kraken deadlier against Galleons with rewards.
Have treasure surface upon slaying a Kraken that requires time to scavenge. Other players may participate is slaying it, and stay to fight over the treasure. (Hint: Is there something unique out there that you can only get by defeating a Karken?)
This would again take a lot of work. Having to determine a fair and balanced approach to the kraken damage being ramped up, determining how to adequately reward without over or under doing it... these are things that take time to design and test. Perhaps not AS long, but still would take time. They also have mentioned in the past that rewards for things like killing the kraken are on their to do list, probably once the fight is fleshed out more.
- Make starting resources (bananas, cannon balls, planks) more rare at the beginning.
This in turn makes scavenged resources more valuable while out at sea.
I really don't see the value to this. Takes about 5 minutes to fully stock up, and puts freshly spawned ships at a disadvantage. I wouldn't hate it, but I just don't see the value. However, this is the only thing that would actually take minimal work, unless they decided to revamp barrel spawns.
- Disincentivize server hopping.
Players are looking to jump in and capitalize on server wide events. Discord is full of teams doing only that.
This is another thing I agree with, but would take more than minimal work. Having to plan for every potential way to abuse a mechanic, as well as unintended consequences, are important.
- Give advanced notice to Mixer events so players don't feel left out for items like Ebony Flintlock pistol.
Many players hope for another chance since they never knew about the first Mixer event.
Agreed. This would be incredibly simple. Just let us buy it.
- Permit 6 player cap for Galleons.
I dont mind server hoppers. They get in game, see a active fort.. rush to it in a Galleon along with one or two other hoppers doing the same thing.. Leaving me and my Solo sloop in peace to explore the islands and doing my quests in peace.. :)
These server hopping "legends" ends up never "played" the game and are burned out after the serverhopping for the "legendary" grind. After they found out there is no big "glory and great stuff" they leave the game for good, and no damage done ;)
I love to see that skull over the fort.. it means im left alone for a while ;)1: NO (better to add more shiptypes for different crewsizes.And the option to change ship at outpost in case of crew members leaving or joining)
2: YES
3: NO Its fine as it is, but if sunk, then suplies onbord spawned ship should be halfed or empty.
4: No big deal for me exept it stresses the servers more then needed. Read above.
5: YESLike all your points bud you get my upvote, to defend the 6 man Galleon crew, I heard they were upping the sloop to 4 man. The way I see that going is Sloops will swoop in on Galleons and be able to set three to board while one man operates the sloop, then once on board the will spawn kill the galleon while the solo player on the sloop puts holes in the galleon. By adding an additional 2 members, you can effectively negotiate the galleons needs for team work while defending your ship from intruders. Just my opinion.
@xklix to your #3 I agree, when you are sunk you should spawn with half supplies so it doesnât become I sink you, you come back with fresh supplies you sink me, I come back with fresh supplies I sink you...
When you respawn a ship itâs supplies are back to default already which is what, 45 cannonballs, and like 15 planks and bananas? You really canât last long in a naval battle without resupplying.
@daddy-sanctus said in 5 things the developers can change now with minimal work:
When you respawn a ship itâs supplies are back to default already which is what, 45 cannonballs, and like 15 planks and bananas? You really canât last long in a naval battle without resupplying.
I know it aint much, but its enough to keep atacking someone repitedly just to drain the other ship at a skelliefort or at an island doing quests. ;)
It doesent bother me much though. Just a way to do it IF they gona introduce SOME kind of penalty for sinking. ;)
