The Curse of Cursed Cannon Balls

  • Hello everyone.

    So I'll get straight to the point. Cursed cannon balls are being made so that other things don't have to. What do I mean by this?

    With the creation of the CCB, RARE now does not have to add more difficult (and more interesting and fun) things. Instead of having specific ship damage (ex. the wheel, the sails, the anchor) that the players would have to repair, making ship combat way more frantic and exciting, they are just adding convenient magical balls that can do whatever they come up with that give whatever effect for a limited time.

    Meh.

    This is smart on RAREs part. But also lazy. It is also another sign of the direction RARE is heading with this game and they continue to go further and further away from where I wanted them to go. Unfortunate.

  • 35
    Publicaciones
    28.0k
    Visitas
  • Ye, because it's easier to add AI ships than to add specific damage to current ships.

  • Granted, I can't really criticize something unless I've tried it. But I am not very excited about these cursed cannon balls. I enjoy the ship combat as it is. Here's hoping the change isn't to drastic. We'll find out soon enough

  • I cant wait for cursed cannonballs, try to run from me now! Mwahahaha

  • Huh? Would you rather cursed sails consisted of specific ship damage (because thats how long it would all take to code minimum) - Or we get everything we are getting now.

    I fail to see how its lazy. CCB as an in-session progression and collectable resource is far more interesting to me than a lucky cannonball shot that destroys my wheel.

    Its a design choice

  • The design team has made a choice to not include positional damage on a ship outside of location on the hull. Adding something like wheel or sail damage would likely be fairly easy to put in and test, you just have the component register damage and when it hits a threshold amount make the object un-interactable until "repaired". This would be so easy to code in (well probably anyway) that I find it extremely likely that they already tested something like this out and decided to go another way. If you want a game that does this and does it well, Guns of Icarus is going to be your jam.

    If I had to guess, and in honesty this entire post of mine is based on a guess so why stop now, they didn't put this in because you can not be sure of having enough crew to be able to handle the increased work load this would impart. Imagine being a 1 man sloop and, on top of all the other disadvantages, you had to repair your wheel and sails. Nightmare much?

  • @shaggy2000 said in The Curse of Cursed Cannon Balls:

    Ye, because it's easier to add AI ships than to add specific damage to current ships.

    Well, considering their AI quality, yes. Last update was a "boss" battle with AI that included circling a ship for x amount of time and then going after it. Rinse and repeat. WOW. Major accomplishment. I don't have high hopes for their AI ships...

  • @blind-boy-grunt said in The Curse of Cursed Cannon Balls:

    @shaggy2000 said in The Curse of Cursed Cannon Balls:

    Ye, because it's easier to add AI ships than to add specific damage to current ships.

    Well, considering their AI quality, yes. Last update was a "boss" battle with AI that included circling a ship for x amount of time and then going after it. Rinse and repeat. WOW. Major accomplishment. I don't have high hopes for their AI ships...

    I look forward to your next indie game

  • @el-dunco

    Actually, I have a bachelors in game design. And I took several classes where we made mini games that had more complex AI than the Meg. I managed to code that, with help from other classmates, and i'm on the art side of design. I'm terrible at programming.

    But if you thought the Meg was amazing, then great for you.

  • I am guessing that cursed canon balls are more of a counter to fort hopping etc then anything else. They are giving more tools that require time to collect in order to gain an advantage and privifing new ships on a server with a disadvantage

  • @blind-boy-grunt I just said I look forward to your next indy game. I never said the Meg was some work of art.

    If you do have the experience mentioned, then you may have more knowledge on the matter, I'll give you that. But, until I see something that's not 101 homework your opinion is still just as good as any other p**b on these forums.

    Hope that bachelors is working out.

  • @el-dunco said in The Curse of Cursed Cannon Balls:

    @blind-boy-grunt I just said I look forward to your next indy game. I never said the Meg was some work of art.

    If you do have the experience mentioned, then you may have more knowledge on the matter, I'll give you that. But, until I see something that's not 101 homework your opinion is still just as good as any other p**b on these forums.

    Hope that bachelors is working out.

    Actually, the Meg IS a work of art. The art direction in this game is top notch. Would never say otherwise. Its the creativity and game design that is lacking. They came up with a great idea, but now they seem lost. You can come after me trying to "put me in my place", but that still doesn't change the fact that the Meg (and other design decisions) are lazy and not something you would find in most AAA games.

  • @blind-boy-grunt said in The Curse of Cursed Cannon Balls:

    @el-dunco said in The Curse of Cursed Cannon Balls:

    @blind-boy-grunt I just said I look forward to your next indy game. I never said the Meg was some work of art.

    If you do have the experience mentioned, then you may have more knowledge on the matter, I'll give you that. But, until I see something that's not 101 homework your opinion is still just as good as any other p**b on these forums.

    Hope that bachelors is working out.

    Actually, the Meg IS a work of art. The art direction in this game is top notch. Would never say otherwise. Its the creativity and game design that is lacking. They came up with a great idea, but now they seem lost. You can come after me trying to "put me in my place", but that still doesn't change the fact that the Meg (and other design decisions) are lazy and not something you would find in most AAA games.

    That is something I've found in all AAA games as of late. Name 1 AAA game in the last 10 years that hasn't been a total disappointment.

    You're expectations are too high and if you want something better then make it. You obviously have the tools so do it.

  • @el-dunco

    "Name 1 AAA game in the last 10 years that hasn't been a total disappointment."

    Bloodborne

  • @blind-boy-grunt haha that game was garbage. Pretty garbage, but still garbage.

  • @omnipotence13 said in The Curse of Cursed Cannon Balls:

    I am guessing that cursed canon balls are more of a counter to fort hopping etc then anything else. They are giving more tools that require time to collect in order to gain an advantage and privifing new ships on a server with a disadvantage

    I never thought of this. This is sort of scary what might happen to new ships on the server, even if they aren't fort hopping. Hopping on just to catch a few golden chickens? Denied. First Island you visit you get bombarded with cursed cannon balls and because you are at a disadvantage there's nothing you can do about it. That could become a problem if people start realizing how beneficial that could be in battle. The seas might just become more hostile in the near future. But we have alliances to combat that as well.

    It's all very exciting stuff. I can't wait for the new content to drop. I just hope it doesn't drastically change the game in a negative way.

  • @el-dunco said in The Curse of Cursed Cannon Balls:

    @blind-boy-grunt haha that game was garbage. Pretty garbage, but still garbage.

    You're right. What was I thinking? What were 95% of all the reviews for that game thinking?

    Clearly you are here just to troll instead of discuss and debate. I'm done with you.

  • you havent played with cursed cannonballs yet and you already complain about them?

    i already burned my lips saying how i think the alliance system is doing, so i wont say any further.

  • Oh stop...

    I for one couldn't care any less than I already do about where you personally want this game to go.. that sounds like a you problem.

  • @tre-oni said in The Curse of Cursed Cannon Balls:

    Oh stop...

    I for one couldn't care any less than I already do about where you personally want this game to go.. that sounds like a you problem.

    Well, seeing as how I am the one who is experiencing a game when I play it, then yes, it is a me problem. Its called opinions. Do you have a direction you would like to see the game go? Or you just gleefully play the game where ever RARE takes you?

  • Meeting at Rare

    Question:
    "So like ... what can we do to not have to rework the whole ships models ?"

    Answer:

  • @blind-boy-grunt said in The Curse of Cursed Cannon Balls:

    @tre-oni said in The Curse of Cursed Cannon Balls:

    Oh stop...

    I for one couldn't care any less than I already do about where you personally want this game to go.. that sounds like a you problem.

    Well, seeing as how I am the one who is experiencing a game when I play it, then yes, it is a me problem. Its called opinions. Do you have a direction you would like to see the game go? Or you just gleefully play the game where ever RARE takes you?

    To call it lazy because it isn't going YOUR way is just kind of funny.

    Sure I have thing's I'd like to see, but I'd hardly call Rare out because they aren't designing around my desires.

    I tend to trust the developers with their vision for what they want out of their game

  • @tre-oni

    I would normally agree with you. However, this game has been in development and alpha/beta for years. And when it released, it had a pretty low amount of content. Literally, the game had a handful of skins for sails. Explain that one. It takes one artist, one day to make 20-30 different skins for the sails. After years of development, it had...a few...

    And this is a game that is built around customizing your character and ship. This isn't just a side thing. This IS the game!!!

    So no, i don't trust the developers. Early on, i gave them the benefit of the doubt. But no longer.

  • @blind-boy-grunt
    I've been reading a book on Blockchain and stuff by Don and Alex Tapscott.
    Under "Achieving Trust In the Digital Age" I found these 4 elements very interesting:

    • Honesty
    • Consideration
    • Accountability
    • Transparency

    I guess I could go deeper on each points and where Rare is failing us.
    But I won't :p
    The book is a good read.

  • @blind-boy-grunt said in The Curse of Cursed Cannon Balls:

    @el-dunco said in The Curse of Cursed Cannon Balls:

    @blind-boy-grunt haha that game was garbage. Pretty garbage, but still garbage.

    You're right. What was I thinking? What were 95% of all the reviews for that game thinking?

    Clearly you are here just to troll instead of discuss and debate. I'm done with you.

    Sorry for having my own opinion. Seems you're not here to have a discussion, but scream your opinion and demand no resistance. Typical

  • @blind-boy-grunt said in The Curse of Cursed Cannon Balls:

    @shaggy2000 said in The Curse of Cursed Cannon Balls:

    Ye, because it's easier to add AI ships than to add specific damage to current ships.

    Well, considering their AI quality, yes. Last update was a "boss" battle with AI that included circling a ship for x amount of time and then going after it. Rinse and repeat. WOW. Major accomplishment. I don't have high hopes for their AI ships...

    So what exactly should a megladon do? Pull out lasers and fire them at you? No wait, don't tell me, it should have jumped out of the water "free willy" style, dodged every cannon shot fired at it and then in a Matrix style pulled out dual uzis and killed every pirate with a double tap to the head.

  • @shaggy2000 amazing post I’m laughing :D The Meg is fine, man it’s a Shark, Sharks are Dumb as F*** :D Im missing the Epic Battle against the Hungering One :(

  • Guys @Blind-Boy-Grunt is just voicing how he feels. Just like you are.
    The joys you had facing Meg has not been shared by all.
    Expectation when, not met (subjective) will turn into disappointment.
    Trust me he is definitely not the only one that Rare has disappointed.
    Just like you guys are not the only ones that have been fully happy with the game so far.

    Just a matter of what each and everyone could expect given what the devs have promised:
    "New, Fun and surprising ways" is very very very blurry. And intended to be so.

    This is 2018, where it is rightfully expected that AI will be more than "circle" + "attack" patterns ... This is not unreasonable.

    The pattern is very simple.

    Yet, a shark is a shark. So I get your point too (although lasers are always cool!!!).

    Chill and ask for clarification instead of inferring.
    You all make good points, just try not to do so at the expense of one another.

  • @blind-boy-grunt

    I respectfully disagree.

    Personally, the fun of ship battles (or in my case, ship chases) is the maneuvering. The sharp turns around islands and rocks to try and get ahead of your pursuers. The idea of having that momentum continuously grind to a sudden halt because sails or something got damaged sounds frustrating and tedious.

    Of course, this is from the perspective of an almost exclusive solo sloop sailor, so keep that in mind. And as such, my main defensive tactic is the retreat (or the "Chicken's Shuffle" as I like to call it). This tactic is already handicapped by having to do all the sail turning and anchor management myself. So the idea of having it completely negated by a shot to the main mast is not a fun one.

    Really, I'm not all that thrilled about the cursed cannonball that supposedly drops your anchor. But at least the cannonballs sound like they'll be a scarce resource.

    One of the things I like about SoT is it's very streamlined gameplay that almost let's you mold it to fit your own preferences. Adding specific structural damage that takes away your options seems to fly in the face of that idea.

    But that's just the opinion of one lonely slooper; so take that as you will.

  • I agree. I was really looking forward to mast damage that was teased by data mining. I also would love if you could cut the ropes with the cutlass to prevent adjusting the sails. Fixing it wouldn't require materials. Just run up and tie a knot.

  • If we added ship-specific damage, you can kiss outrunning someone you don't want to PVP goodbye. Lucky shot to the rudder or helm? No more maneuvering power, you're a sitting duck. Sails torn to shreds, or even worse you've lost a mast? Speed is no longer an option. At that point you're better off scuttling and getting a new ship; it won't be worth it trying to repel the attackers.

    On another note, curses fit thematically. Rare's already devoted to the whole "romanticized cartoon pirate fantasy adventure" theme, and is probably not too concerned about realism asides from water physics and sailing mechanics.

  • Well If you have all the knowledge you need and a sticker on the Wall that you have Done stuff, rare are looking for people, so take your sticker with you, knock on there door and say Hey i can help out, and stop troll the forum with nonsens.

  • @jonaldinho said in The Curse of Cursed Cannon Balls:

    @omnipotence13 said in The Curse of Cursed Cannon Balls:

    I am guessing that cursed canon balls are more of a counter to fort hopping etc then anything else. They are giving more tools that require time to collect in order to gain an advantage and privifing new ships on a server with a disadvantage

    I never thought of this. This is sort of scary what might happen to new ships on the server, even if they aren't fort hopping. Hopping on just to catch a few golden chickens? Denied. First Island you visit you get bombarded with cursed cannon balls and because you are at a disadvantage there's nothing you can do about it. That could become a problem if people start realizing how beneficial that could be in battle. The seas might just become more hostile in the near future. But we have alliances to combat that as well.

    It's all very exciting stuff. I can't wait for the new content to drop. I just hope it doesn't drastically change the game in a negative way.

    Alliances will make it much more difficult for a new ship. I suspect it’s going to be a miserable experience for many now that ships will be ganged up on

  • @blam320 said in The Curse of Cursed Cannon Balls:

    If we added ship-specific damage, you can kiss outrunning someone you don't want to PVP goodbye. Lucky shot to the rudder or helm? No more maneuvering power, you're a sitting duck. Sails torn to shreds, or even worse you've lost a mast? Speed is no longer an option. At that point you're better off scuttling and getting a new ship; it won't be worth it trying to repel the attackers.

    On another note, curses fit thematically. Rare's already devoted to the whole "romanticized cartoon pirate fantasy adventure" theme, and is probably not too concerned about realism asides from water physics and sailing mechanics.

    I don't see any reason why people should always be able to avoid PvP if they want to. Avoiding PvP should be something that is earned through superior sailing skills knowledge and situational awareness. And if a ship is already close enough to disable you, then you've already failed big time.
    Likewise it would actually be an advantage for people who want to avoid PvP as well, as they could just as easily disable their pursuers, especially for sloops that actually have a significantly faster turn rate.

  • @only-alexraptor said in The Curse of Cursed Cannon Balls:

    @blam320 said in The Curse of Cursed Cannon Balls:

    If we added ship-specific damage, you can kiss outrunning someone you don't want to PVP goodbye. Lucky shot to the rudder or helm? No more maneuvering power, you're a sitting duck. Sails torn to shreds, or even worse you've lost a mast? Speed is no longer an option. At that point you're better off scuttling and getting a new ship; it won't be worth it trying to repel the attackers.

    On another note, curses fit thematically. Rare's already devoted to the whole "romanticized cartoon pirate fantasy adventure" theme, and is probably not too concerned about realism asides from water physics and sailing mechanics.

    I don't see any reason why people should always be able to avoid PvP if they want to. Avoiding PvP should be something that is earned through superior sailing skills knowledge and situational awareness. And if a ship is already close enough to disable you, then you've already failed big time.
    Likewise it would actually be an advantage for people who want to avoid PvP as well, as they could just as easily disable their pursuers, especially for sloops that actually have a significantly faster turn rate.

    Here's the problem with that logic.

    There are currently two ways you engage another ship. The first is both see each other coming, and the second is the defender is ambushed while the crew is away on an island. In the first case, something that you described is at least feasible; rewarding good seamanship and aim with the cannons. But then again, it's not "fun" being rendered helpless and unmoving by a crew that managed to destroy your sails.

    In the second case, all bets are off. Sometimes you need the entire crew off on an island, and can't afford to place a lookout. Or the enemy ship came around from the other side of the island in an ambush. Adding the ability to totally cripple a ship only compounds the existing issue people have with being caught off-guard.

    Additionally, not everyone takes the time to practice PvP. Some just want to avoid it altogether, and you've essentially stated in your post that you want a completely arbitrary system with no in-game precedent to be what people default to when attacking or escaping an enemy. All because you think it's unfair that people who don't want to fight don't have to.

35
Publicaciones
28.0k
Visitas
27 de 35