Procedural Generated Seas

  • Recently I have noticed that navigation seems to be too easy after playing the game for a little over a month live + off and on during the betas. I am currently around 40 in all 3 reputations and I can navigate to all the outposts and 75% of the islands without looking at the map because I know exactly where they are from my experience.

    My suggestion is to mix it up a little bit and randomly spawn the islands in different locations on every server. This would allow for a bit more variety and make it feel like every new voyage is a little different.

    My idea of how to do this would be to keep the 3 zones (shores of plenty, the wilds, the ancient isles) and in each zone have designated points to where a small island or large island can spawn. You could even swap the 3 zones around the 3 different zone positions to add even more spice.

    For example on one server shark bait cove and thieve's haven might be swapped, ancient spire outpost might be where crooks hallow is currently. It would be cool to see even the wilds down in the south rather than in the north east. Just to give some variety to the maps and to keep the need for using the map table rather than just using it in a storm to keep on track.

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  • This won't make it feel different. You always have to study the map but everything is still the same. It would just add a minor annoyance. Or a major one for some people.

  • @barnabyowl said in Procedural Generated Seas:

    Recently I have noticed that navigation seems to be too easy after playing the game for a little over a month live + off and on during the betas. I am currently around 40 in all 3 reputations and I can navigate to all the outposts and 75% of the islands without looking at the map because I know exactly where they are from my experience.

    My suggestion is to mix it up a little bit and randomly spawn the islands in different locations on every server. This would allow for a bit more variety and make it feel like every new voyage is a little different.

    My idea of how to do this would be to keep the 3 zones (shores of plenty, the wilds, the ancient isles) and in each zone have designated points to where a small island or large island can spawn. You could even swap the 3 zones around the 3 different zone positions to add even more spice.

    For example on one server shark bait cove and thieve's haven might be swapped, ancient spire outpost might be where crooks hallow is currently. It would be cool to see even the wilds down in the south rather than in the north east. Just to give some variety to the maps and to keep the need for using the map table rather than just using it in a storm to keep on track.

    Can't do that when you are constantly switching players from one server to another.

  • @barnabyowl
    Doesn't make any sense tbh. It would just feel really weird when the same islands are suddenly in a different place. Plus, I like that you can get to know the Sea of Thieves. You can learn where to best dock on islands, where the shallow waters are, what routes to take to cut someone off. It feels like you're actually home to this sea and eventually know her ins and outs, like a real pirate would.

  • ...but along that line of thought, a precedurally generated world would mean treasure buried in random places you've most likely never been before, new islands to explore every time, and an infinite world - no edge of the map.... that would be AWEsome!

  • @sledgezapper64
    For a single player game maybe. Procedural stuff is boring tho. The handcrafted islands we have now are much better than any lifeless procedural stuff.

  • To increase the difficulty it would be better to disable the GPS that tracks your ship on the chart table. Maybe even turn off the announcement each time you arrive at an island.

    That last point would also have the added benefit of not blocking the healthbar from time to time, but I digress.

  • @rk1-turbulence
    GPS should at least be disabled in storms imo. I would also like instant sinking when you sail into an island or rocks with enough speed. A ship crashing into rocks at full speed or in a storm should burst into pieces.
    Would make ramming more risky and turn storms into actual threats.

  • @nebenkuh said in Procedural Generated Seas:

    @sledgezapper64
    For a single player game maybe. Procedural stuff is boring tho. The handcrafted islands we have now are much better than any lifeless procedural stuff.

    I'll give you that one - procedurally generated stuff does tend to get repetitive...

  • I was hoping that this topic referred to waves or currents. Waves always going SE is useful for navigating but dynamic waves and currents would be more interesting.

  • ...as would waves that go in the direction of the wind...

  • Just because you learned the map layout doesn't mean that it is a flaw with the game, where did this come from?

    One of the best parts of this game is when you start the game completely lost in this world, exploring islands for the first time and then late into the game you basically know your way by heart, like a sailor that dominates the seas he lives in.

    Change for the sake of change has no place here.

  • @barnabyowl I'm gonna say no, here's why. There is no progression system, one player doesn't have any advantage over another when it comes to weapon or character skill ratings, this puts every player on the same playing field. So your skill rating is based off of how good you are at the game(combat/sailing). Having a world that you know like the back of your hand, ups your skill lvl. For example: let's say I'm on a sloop carrying a lot of loot. A galleon comes by and gives chase, with me knowing the sea I can then lead them to a series of rock formations that I can manuver around and loose them, or make them crash into a small island or sand bar that doesn't appear on any map. If every island was moved to a new location this "skill lvl" would be eliminated. Half of being a good pirate is knowing the seas.

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