Can we have Skull Forts back ?

  • The best part of this game is now the most scarce. Gating them behind Cursed Sails ships makes for a boring game.

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  • @personalc0ffee I wonder how fragile the technical base is. If parts have to be switched off all the time because they don't perform well, that's not a good sign. Even statues, imagine that are pretty much the most unperformant artifact in the game, except stones, have to be turned off.

  • @soulseeker said in Can we have Skull Forts back ?:

    Skeleton ships are great! It's what the games about ship to ship battles with Skeletons. We love doing them. Its what's fun we dont need anything we are all PL gold isn't needed.. we do them because they are FUN! You should try it at not runaway.

    No, skeleton ships are not great, and people not wanting to do them is a show of it.

  • they are way too much work compared to a fort.
    They require alot more supplies, time, and effort.
    Much harder to do with a small crew aswell.

    Either rework them to be similar ammount of work to a fort, or change the spawn mechanics so they do not block forts.

  • I agree with the anti-skeleton ship sentiment - post-event for me they should have been scaled down. I want to battle them for loot, but I don't want to battle 10 of them again any time soon.

    @PersonalC0ffee is right though - the largest part of any programming is fixing the bugs you have just written into your code! XD

  • @personalc0ffee said in Can we have Skull Forts back ?:

    They are not gated behind the skelly ships, per se.

    They can't run parallel due to performance issues. So what's happening is that one only shows up when the other is complete. Problem is, people don't want to do the ships anymore so the Forts don't show up.

    So in other words...they are gated behind Skelly ships....

  • @personalc0ffee said in Can we have Skull Forts back ?:

    What they should do instead is have these things eventually expire that way they'll rotate naturally.

    Yes, either this or make the Skeleton Ships more interesting. I was hoping for random Skeleton Ship spawn, just like the Kraken or Megalodon.

  • I like the idea of toning down the skeleton crews (say, to about 3 waves, perhaps?) AND having a timer where they eventually expire to allow for the active skull forts.

  • @vulgrim1911 The only reason people don't want to do skelly ships is because they don't want to stock their boat for them. That has been the major consensus around them for a while now. I enjoy doing them, but I don't want to spend an hour or more sailing to 4-5 locations just to get enough supplies to make a run at them. That and the loot payout simply does not reflect the effort that is given to stock your boat.

    I do agree that having the skelly ships expire is the best solution to this until they can figure out a way to simply make them one ship spawns similar to the meg. The only difference between them and the meg or kraken being that they actually have loot on them so they would be worth killing.

  • @galactic-geek 3 Waves would only be one less than what you get now. They give us half the loot we got during the actual skelly ship event, so they should only have 2 waves.

  • @personalc0ffee but they can't can they? You have to finish the fort in order for the ships to appear if the timer has hit for that event and vice versa? Right?

    The timer is the way to go to despawn, like skeletons already do, but there would be nothing more frustrating than getting part way through one and then they despawn like they did during the event - some lock would need to be placed on them so if a crew starts one, it doesn't de-spawn.

  • I would like to see some way for the skelly ships to expire if they are not being completed.

    or some server test along the lines of
    IF servers with SkellyShips greater than 50% spawn SkullFort
    to help keep things in balance

  • I would like to see skellie ships hunt player ships with alot of skulls/loot on board. If a player gets 10 or more skulls on a ship and they might come looking for ya. Could be same with treasure. 10 chests or more and skellies are after you

  • @barnacle-blake said in Can we have Skull Forts back ?:

    I would like to see skellie ships hunt player ships with alot of skulls/loot on board. If a player gets 10 or more skulls on a ship and they come looking for ya. Could be same with treasure. 10 chests or more and skellies are after you

    interesting idea.
    We already have Meg and Karen appearing wherever in the world, so no reason why a skellie fleet can't!

    I always assumed that this was what they would actually do - a ship just sprang up next to you. Was a shame post-event when they stuck to the horrid fleet battle, fort-style affair...

    I can honestly say I have not even contemplated doing a skeleton ship since cursed sails... I want more enemy npc's OTHER than skeletons!

  • I understand it would probably cause problems with the game if they would run both of the events at the same time..but it would be cool and a good way to even more enrich the world with more options of making gold going on at the same time. I also agree with @PersonalC0ffee though..if they can't run both of them at the same time they need to add a timer on them..like if they are not touched for 2hrs or so they need to rotate in and out.

  • The current system is a gigantic nerf to server hoping which people whined about for months, and still do despite being nearly instinct. In my opinion this is sustainable, so long as skelleton ships start rewarding a bit more instead of less and inconsistently.

  • @goedecke-michel What do you mean "it's not a good sign"? good sign of what? there are a thousands things going on at the same time, forts, 4 biomes with skeletons, animals, the water tech, day/night cycle, roaming storms, skeletons ships/forts, php chasing pirates everywhere, npc, outposts, sea posts, kraken, megalodon and more, I believe everything is working pretty good if you ask me.
    Devil's Roar is new and it was just released, they'll put the mermaids back again, same thing happened in Cursed Sails when forts got disabled and they enabled those again later in the week, there are no "instances" in the game everything happens in a server on the 4 biomes in real time at the same time, you can be in The Shores of Plenty doing a skull fort and a friend can be in Devil's Roar doing Athena's voyage at the same exact time and another friend at The Outpost in The Wilds, and you can meet to sail to a different location or to pvp, all this without having a loading screen or changing servers.

    It is actually pretty amazing.

  • @trickrtreat01 I completely disagree, skelly ships are gated behind skull forts.

  • @personalc0ffee said in Can we have Skull Forts back ?:

    They are not gated behind the skelly ships, per se.

    They can't run parallel due to performance issues. So what's happening is that one only shows up when the other is complete. Problem is, people don't want to do the ships anymore so the Forts don't show up.

    What they should do instead is have these things eventually expire that way they'll rotate naturally.

    They are gated... regardless of the reason behind it... they could easily have a despawn timer on all world events if no one is there.

  • This game has issues with the codebase for sure. They shouldn't have to disable stuff every other update, especially not low performant things like statue models.

    Locking the forts and ships into the same respawn cycle is unfortunate because no one wants to bother with the ships so the forts are never activated on most servers.

  • @goedecke-michel The game was built for a certain set of features and post launch content. When the game came out they had to throw their plans for content away because of reception, that leads to problems. However, Azure servers should be perfectly capable of having an active fort and an active cursed ship and a Kraken in different parts of the map. Sure, you don't want all of that right next to each other or it will tank the frame rate, but in terms of server load it should be quite doable.

  • @personalc0ffee said

    What they should do instead is have these things eventually expire that way they'll rotate naturally.

    Agreed.

    An easier alternative would be to stock the supplies barrels like they used to be prior to FS.
    We wouldn't mind stocking up to do the skeleton fleets if supplies were plentiful enough that it didn't take so long to replenish them.

  • Keeping Skeleton Ships in the corner of the maps and tied to clouds is probably the biggest waste of something so cool.

  • @personalc0ffee said in Can we have Skull Forts back ?:

    They are not gated behind the skelly ships, per se.

    They can't run parallel due to performance issues. So what's happening is that one only shows up when the other is complete. Problem is, people don't want to do the ships anymore so the Forts don't show up.

    So in other words...they are gated behind

    If they can't run parallel then they are gated behind each other. If you have to clear Ghost Ships to get the Fort then the Fort is gated. Call it what you want. Split hairs all you want. It's still gated.

  • @urihamrayne said in Can we have Skull Forts back ?:

    The current system is a gigantic nerf to server hoping which people whined about for months, and still do despite being nearly instinct. In my opinion this is sustainable, so long as skelleton ships start rewarding a bit more instead of less and inconsistently.

    People pretended that server hopping was ruining the game. The idea Rare has of gating Forts behind Ships just makes it so pretty much no one gets to do Forts. Doesn't really seem like much of a solution. Last night we sailed around sinking ships because there are no Forts. I have seen far more people complaining about being sunk than server hopping. But that's how this game seems to go...the solution is always worse than the problem . The solutions to "problems" that aren't really problems create more issues than they solve.

    I personally won't clear Ghost Ships to get a Fort to spawn. I would rather just sail around and sink people that are questing.

  • Skull Forts would be the best part of this game only if they were like THIS...

  • Imagine if they had a Skeleton Ship patrolling around a Skull Fort..

  • @trickrtreat01 said in Can we have Skull Forts back ?:

    I personally won't clear Ghost Ships to get a Fort to spawn. I would rather just sail around and sink people that are questing.

    In other words;
    I am going to be a toxic player because the game won't let me farm its currency

  • I totally agree with this post the best part of sea of Thieves for me and friends were the skeleton forts but now since the skeleton ships spawn first we never get to do the skull forts. we don't mind doing the Skelly ships before the fort but we also run into the problem where we constantly get swap servers and all of the prep and all of the work we just did for the Skelly ships which takes about an hour just to prepare is now wasted because server swap without warning. I have even fought Skelly ships several times and during the battle or just after the battle the server swaps and we never even get a chance to get the loot out of the water on top of not being able to do the fort which is why we did the Skelly ships in the first place.

  • @seeker-of-peace said in Can we have Skull Forts back ?:

    @trickrtreat01 said in Can we have Skull Forts back ?:

    I personally won't clear Ghost Ships to get a Fort to spawn. I would rather just sail around and sink people that are questing.

    In other words;
    I am going to be a toxic player because the game won't let me farm its currency

    Sinking ships that belong to people questing and taking their loot is not being toxic. "Farming" Skull Forts is a lot harder than getting gold from voyages or pretty much anything else. The last Fort i did required us to fight off 3 other ships and took almost 3 hours for 12k in gold.
    Does that sound efficient to you ?

  • @personalc0ffee said in Can we have Skull Forts back ?:

    @trickrtreat01 said in Can we have Skull Forts back ?:

    @personalc0ffee said in Can we have Skull Forts back ?:

    They are not gated behind the skelly ships, per se.

    They can't run parallel due to performance issues. So what's happening is that one only shows up when the other is complete. Problem is, people don't want to do the ships anymore so the Forts don't show up.

    So in other words...they are gated behind

    If they can't run parallel then they are gated behind each other. If you have to clear Ghost Ships to get the Fort then the Fort is gated. Call it what you want. Split hairs all you want. It's still gated.

    Gated would imply they are intentionally keeping it from you until you perform a prerequisite of some sort for a mechanical aspect.

    The game literally can not run both at once. The problem is they never expire.

    You can play the semantics game all you want. One is gated behind the other. Doesn't matter if it's because the sky is blue, it can't run both or whatever other reason you come up with, the end result is the same.

    Correct me if I am wrong, but Skull Forts and Skelly ships coexisted for awhile. Forts were taken away when Skelly ships launched but were then brought back and they ran simultaneously.

  • @trickrtreat01 If you want the fort that bad then just fight the ships... I mean seriously, it’s not that hard. They take like 30 minutes to an hour, and they give just as much loot as the forts.

    Anyways, can we please stop gating the ships behind those useless forts that no one likes.

  • @seeker-of-peace said in Can we have Skull Forts back ?:

    In other words;
    I am going to be a toxic player because the game won't let me farm its currency

    Hammer meet nail. Exactly this.

  • @personalc0ffee said in Can we have Skull Forts back ?:

    @trickrtreat01 said in Can we have Skull Forts back ?:

    @personalc0ffee said in Can we have Skull Forts back ?:

    @trickrtreat01 said in Can we have Skull Forts back ?:

    @personalc0ffee said in Can we have Skull Forts back ?:

    They are not gated behind the skelly ships, per se.

    They can't run parallel due to performance issues. So what's happening is that one only shows up when the other is complete. Problem is, people don't want to do the ships anymore so the Forts don't show up.

    So in other words...they are gated behind

    If they can't run parallel then they are gated behind each other. If you have to clear Ghost Ships to get the Fort then the Fort is gated. Call it what you want. Split hairs all you want. It's still gated.

    Gated would imply they are intentionally keeping it from you until you perform a prerequisite of some sort for a mechanical aspect.

    The game literally can not run both at once. The problem is they never expire.

    You can play the semantics game all you want. One is gated behind the other. Doesn't matter if it's because the sky is blue, it can't run both or whatever other reason you come up with, the end result is the same.

    Correct me if I am wrong, but Skull Forts and Skelly ships coexisted for awhile. Forts were taken away when Skelly ships launched but were then brought back and they ran simultaneously.

    Nope, they never co-existed so you're not correct. In fact, when Skelly ships were introduced in Cursed Sails, they had Skelly Forts disabled; to you guessed it, performance issues.

    We had to go a full month without Skelly Forts.

    Again, they are not gated. It is not a gate. It is a technical problem and a performance issue. They are not intentionally keeping you from the Skelly Fort.

    Intentional or not, you have to do one to unlock the other. Again, end result is the same.

  • @genuine-heather said in Can we have Skull Forts back ?:

    @seeker-of-peace said in Can we have Skull Forts back ?:

    In other words;
    I am going to be a toxic player because the game won't let me farm its currency

    Hammer meet nail. Exactly this.

    More like, if there aren't Forts to pvp at I will find another place to pvp.

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