[Mega Thread] Forsaken Shores
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Overall, I've found this update a very exciting experience. The Devil's Roar takes the cake for my new favourite area. However, there are some things I'd like to address:
Volcanoes
As others mentioned already, the frequency of eruptions is much higher than I'd find fun. Instead of an eruption surprising you, you can expect one every small few minutes.
This forces solo players to park a whole map square or more away from any volcano, as there isn't a long enough window to complete a large quest without an eruption.
Rowboats
Other than eruption frequency, my only other gripes are regarding rowboat controls. Since you can't push the boat while it's in the water, nor paddle backwards, you are often forced to damage the boat when leaving island shores.
There's also the rowboat item chest's Sit and Open prompts, which are definitely too close together.
Quests
Despite being level 50, about a quarter of the ashen chests I've dug up have been castaways. I'm unsure whether this is bad luck or not so I'd like to hear about other's experiences regarding this.
Thanks for your time, and don't forget, do something... Daring!
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Why exactly do we play this game?
Player success is achieved by completing linear missions while being killed in various ways - as long as you don't kill each other. We had hoped that something would change about that. Non-linear orders with little stories and active NPCs, for example. Hungering Deep had a moment like this - although the pressure to form alliances meant that when you tried to win Hungering Deep, you became an increasing victim of PVP the more players Hungering Deep had completed.Well, in the impressive volcanic world, we learn that this won't be the case. There remain the linear, dull orders - plus more ways to die. The quests don't give us any joy in playing in the long run. That doesn't improve by adding more ways of dying.
The only experience in FS: literally every island has skulls and chests lying around because players weren't able to transport them away. Yesterday's highlight was an island where we had to dig up a single treasure. We found four valuable chests and three valuable skulls. All of them in places where there was a swarm of geysers, in the middle of a large, rugged island, far away from the beach. During a volcanic eruption I rescued myself in a shelter that could only be entered from two sides. Immediately two skeletons with explosive barrels appeared on each side and blew me up. Such a lack of joy. We couldn't transport any of the chests or skulls without dying a lot... and we are not beginners. In order to transport the things from the beach we had to return three times in total, because we lost every time a rowboat at the island. We finally managed it meter by meter by means of a dying squadron of runners and swimmers. "Die them home, matey". Such a lack of fun.
We assume that game developers will have an idea of how the game will behave, how tension will be created, and how satisfaction will be generated.
But here:- What exactly is the fun of dying on an island that you had to reach by rowing boat just to be recreated on the ship - making the rowing boat and of course the island inaccessible?
- What should be the fun of digging up treasures, but where the treasure is, there's a geisir - you can't dig it up?
- How is it supposed to be entertaining to do orders on an island in a small time interval, which one cannot complete in the short time, because one is constantly blown up, shot and killed?
We don't know. We finally stopped our Athenas Quest after only four completed jobs. We doubt to start ever again.
Translated with www.DeepL.com/Translator
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@hisdarkestfear said in [Mega Thread] Forsaken Shores:
Rowboats
Other than eruption frequency, my only other gripes are regarding rowboat controls. Since you can't push the boat while it's in the water, nor paddle backwards, you are often forced to damage the boat when leaving island shores.
Totally agree about the need to be able to paddle backwards, possibly using the bumpers (tap to place the oars in the water to brake, hold to paddle backwards).
With regards to the rowboat chest and sit actions, the rowboat feel REALLY crowded with 'interact' hotspots, the fact they are almost ALL on the X button is a real pain, perhaps shift the 'sit' actions to Y or something. -
@goedecke-michel said in [Mega Thread] Forsaken Shores:
The only experience in FS: literally every island has skulls and chests lying around because players weren't able to transport them away.
That might also be people trying to get the commendations for completing GH and OoS voyages and they weren't that bothered about the actual chests/skulls.
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For the most part I'm really loving the Forsaken Shores update. The Devil's Roar adds a whole new level of difficulty and tension to the the game that requires a very different way of playing to usual. Sure the frequency and duration of the eruptions could possibly be tweaked a little, but then it's not meant to be an easy area to navigate. And the rowboat adds so many other new ways to play, allowing crews to split up and investigate multiple islands simultaneously, launch sneak attacks on other ships, rescue crew mates...
The only things I would seriously like to see changed are:
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No (or at least significantly fewer) insta-kills. As a regular sloop player I have no problem with it being a more difficult way to play, but I've now lost several sloops after being killed from full health by a lava rock. I also feel that out of the two ship types, the smaller and more nimble sloop should have an advantage over the larger, more ungainly target that the galleon presents to flying debris, but at the moment it's quite the opposite.
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Tweak respawns so that if your ship sinks in TDR you either appear back in the same area, or at most no further West than Dagger Tooth Outpost. I get that people may need to re-stock before heading back, but respawning on Sea Dog's Rest after you've just lost your ship to an insta-killing lava rock really is rubbing salt into the wound!
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Remove or reduce damage taken to the rowboat from collisions. I get that they're supposed to be a bit flimsy, but taking damage after gently bumping a rock or while getting them up onto a beach (which is kinda the point of them) feels a bit much.
Other than that I've had great fun there over the last few days! :)
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Hi Rare,
Been loving the new area but some changes are needed if you want people to stay in that area after the events are over.
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Frequency of eruptions must be reduced or at least the aimbot debris must be turned off, it should be random it should not know players position
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Why should i even use the row boat since the debris hits me as well (see point above), also when on foot the debris also knows my position and its insta kill, so for now i just hop on hop off the islands whenever there is an irruption.
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Riddles are badly translated to Portuguese (like really bad)
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Good that the loot is more valuable since the effort to take chests and skulls from erupting islands are higher than the standard game, so props to that.
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No new AI threath? No Forts? How awesome would be a fort with a volcano? :)
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@dooby sagte in [Mega Thread] Forsaken Shores:
@goedecke-michel said in [Mega Thread] Forsaken Shores:
The only experience in FS: literally every island has skulls and chests lying around because players weren't able to transport them away.
That might also be people trying to get the commendations for completing GH and OoS voyages and they weren't that bothered about the actual chests/skulls.
No, as we met them on the ferry, later on. We told them how we found a lot of things. They told us they did that, tried to carry them but after a while of death and respawning frustrated let go.
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@cyenz-1904 sagte in [Mega Thread] Forsaken Shores:
- Riddles are badly translated to Portuguese (like really bad)
The german translation often, too.
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@goedecke-michel said in [Mega Thread] Forsaken Shores:
@dooby sagte in [Mega Thread] Forsaken Shores:
@goedecke-michel said in [Mega Thread] Forsaken Shores:
The only experience in FS: literally every island has skulls and chests lying around because players weren't able to transport them away.
That might also be people trying to get the commendations for completing GH and OoS voyages and they weren't that bothered about the actual chests/skulls.
No, as we met them on the ferry, later on. We told them how we found a lot of things. They told us they did that, tried to carry them but after a while of death and respawning frustrated let go.
Fair enough
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@goedecke-michel You can put bananas in the rowboat box, you can put anything you can put in a barrel in it
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@goedecke-michel Ammo box on the row boat would be interesting. The rowboat box can be a right pain to open though, too many things close together all mapped to 'X' button
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I'm absolutely loving the Forsaken Shores update!
The day it launched, I played 12 hours straight, without any disconnects, hitches, or any serious bugs at all. The other pirates I played with all shared the same experience of smooth sailing (well, besides all of the enjoyable bumps and fire rocks on the seas) and bug-free enjoyable sessions.
CONGRATS!And the actual additions, themselves, are fabulous and giving me such delight. The visuals and the visceral thrill are welcome, as is the entire biome.
The rowboat felt clunky to me, at first, but, after seeing my wife take to it much more naturally than I did, I hopped back in and learned from her, hehe.
And, just for good measure, she then accidentally sank our ship... so, we made great use of the rowboat and filled it with our loot. :DSecond day, we did some fun rowboat racing, testing, and shenanigans.
The sea posts are a cool addition. On a quick look, they can resemble a shipwreck, so that's a nasty trick that I'll have to get over, hehe.
Anyway, that's just my brief summary of initial thoughts.
I have no complaints about it. It has brought the level of chaos and fun up several levels and I've been smiling and laughing and having a great time.EDIT:
Oh, a way to move the rowboat backwards would be nice. My first bit of rowing resulted in me getting the dingy stuck in a corner of rocks. The only way I got myself out of there was by repeatedly smashing the boat into the rocks, slowly turning around. :D -
Is it just me or do you too feel like volcanoes have a personal vendetta against pirates? After playing several hours into Forsaken Shores, I find myself not just fearing the volcanoes but hating them as I feel personally attacked when it erupts.
I can't help but feel that giving volcanos the ability to target players has changed Sea of Thieves: Forsaken Shores gameplay from Dangerous to Deadly. To some, this may not sound different but it makes for a completely different game and adds frustration that may not need to be in the game.
For me, Sea of Thieves has always been what I consider a Dangerous game. Most interactions you have with the world are by chance and the player must find a way of overcoming these challenges. Some balancing is required, like skelly canons, but overall you can understand the dangers and have the ability to adapt.
The gameplay that volcanos introduce is Deadly. If the player is within the radar of the volcano, it will know where the player is and the direction to send it's attack. The player doesn't have any other option but to run in this case causing there to be nothing to overcome. On a personal note, this breaks my emersion as I can't imagine a volcano directly attacking someone it sounds silly to me.
How would I fix this issue? There are a few things that you could do to fix this, however, I understand that there is some limitation in what game engine can do.
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The easiest way to fix this would be just to randomize the landing location of the rocks. However, this is not ideal as there is a lot of areas to cover and would be very lacklustre due to limited the number of rocks the game can render at a time.
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Reduce accuracy, but this does not solve the problem of getting directly attacked by a volcano.
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I suggest Radius Detection and Attack Coverage Percentage.
- This would provide a more natural feeling to the volcano eruption without the loss of the Awe factor.
- The Radius would be cut into sectors like a Target or Dartboard. The Volcano would know what sector the player is located.
- Each sector would have an attack coverage percentage reducing going outward from the centre of the volcanos area of effect. for example, the innermost sector could be 33% attack coverage all the way to 3% attack coverage of the final sector.
I am not trying to say that making a game hard is inherently bad. I just think there are better ways to handle making hard gameplay without sacrificing great gameplay.
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Most of the feedback seems to revolve around the idea of making things easier. It’s a volcanic region! Fire, earthquakes, boiling water, raining boulders! It shouldn’t be easy. The rewards you receive for taking the extra risk are significant. We made almost 50K from an Athena’s run yesterday. It was hard at times, but so much fun. If it’s too hard, The Shores or Plenty are still available!
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My crew and I like the look and general feel of the new area. Nice the rewards are higher. However, mostly the same types of rewards just recolored with a higher reward for turning them in. Better there are some true new item types. Shame that the merchant in the new outpost is not there and cargo runs are not available yet. Which would have provided truly new, unique voyages.
Finding items in Devil's Roar with the merchant currently missing does not make sense. Forces one to sail back to the more familiar parts of the sea to unload merchant cargo. It is ok you wanted to make the new cargo runs appear in Week 3 for some reason. You should have at least put a merchant in Devil's Roar so that merchant items could have been sold there without sailing away to someplace else.
The Devil’s Roar outpost erupting is just out of place. It should never erupt, it should be dormant. Makes no sense at all. Pirates sail away as the vendors go about doing their thing during eruptions. Guess skeletons can make them cower in fear, but fiery death raining down on them does not. Multiple sea posts are frequently selling the same items.
Rowboats can be very fun to use and is a nice addition pirate ship wise. A feature missing from the start. Problem is they are way too fragile. This is especially true in Devil's Roar. Sometimes they just disappear off the back of your boat for no apparent reason. Docking them can be a bit buggy and tedious as you have to get the rowboat lined up just right. Some of the animations could be smoother.
Was really looking forward to rowboats. After a few minutes and laughs playing with them, we do not even bother to pick them up or use them if we do. With the distance needed to keep your ship safe from volcanic eruptions being so far from an island, it does not even make sense to use a row boat. They are not really needed as much as it was implied they would. They also do not match your ship when you customize it. Maybe in the future they can match in color depending on what hull you are running.
I know it is large chunks of possible molten death raining down on you, but you can easily be killed in the same one hit as your ship takes four or five holes at the same time. By the time you get back from the ferry your ship has sank already. Would be very tough on solo sloops when it has happened with a duo being one shot killed and ship destroyed at the exact same time.
The volcanic eruptions occur too frequently, last too long, have too long range, and cause too much damage. The mechanic is implemented functionally well otherwise and is really a very cool idea. Geysers work ok functionally and can be fun to use to take down skeletons and even jump around. However, way too many pop over and over. Can make counting paces and digging tedious and annoying. Maybe using them to jump to reach certain places as a way to achieve commendations can be added in the future.
The volcanic eruptions should not happen over and over so frequently as they do now. Seems as soon as you step off onto an island it erupts. Then there is time lost constantly sailing back and forth between eruptions because they occur so frequently. A big waiting game. Sailing away and waiting may not be that bad if we already had fishing and we could be trying to catch Ashen Sea Bass while we wait for the volcanos to cool off. Yes, new challenges, even harder ones, are welcomed. However, the time that can be wasted, the booty lost, and frustration caused does not really equal a cool, new fun challenge.
The fun factor can too easily be lost right now sailing in the Devil's Roar. There needs to be a much better balance achieved in the Devil's Roar mechanics to maintain just the right "sense of realism” for the type of game Sea of Thieves is. While still keeping it challenging and most importantly fun for the time spent sailing there.
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General feedback for Forsaken Shores. Please forgive me as I am sure others have said much of what I will say, but I am short on time to read through them all.
Rowboats, awesome addition, but need some tweaks. First, they are too fast. They should not be able to catch a normal ship that is sailing whether against the wind or not. Second, they need controls for reversing. I was thinking that using the bumpers would be perfect and see above that others have mentioned that too. Rowboats need to be easier to spot on the sea, but not by much. They are great for stealth and all, but a little to great.
Volcano's, erupt far to frequently, with far too little time between eruptions. Spreading them out a bit more would make island exploration and lore exploration much more enjoyable. Yes, the area has always been tagged as being a much harsher and harder environment. But I think that it is out of balance in the hard to fun factor. You replaced fun with just being overly difficult.
Barrels - spot on. Love the new take all leave all option. I know some love the scrolls as well, I personally do not. However, if we added a vote to cancel or some other way of dismissing them, I would be satisfied. Having three quests for OoS on any island is just too much. Especially if that island is in Devils Roar and you also have to keep your ship at a distance, and deal with the environment at the same time.
Merchant, I saw above that the merchant should have been there, even if we don't have the new cargo runs. I fully agree with this. The inability to sell the unique items, or even ship wreck items at the outpost suck.
Speaking of the outpost, why on earth would anyone think making this an active volcano would be a solid idea. I can't think of a single reason this island should have been an active volcano, nor does it make sense at all. Would you settle or set up shop on a small island that had an active volcano? Unless you had special shelters for that environment and you were there to study the volcano, the answer is a clear no you wouldn't.
Suggestions. With the new threat, and the additions of rowboats as a way of helping you navigate the environmental threat, spawning from the ferry of the damned needs to be adjusted. An option should be added to the game that we can set our "home" to the rowboat. This way, when on an island that you used the rowboat to avoid those threats, and you end up dying from skellies or the environment itself, you can spawn at the rowboat. Obviously the rowboat needs to survive for you to respawn at it, if not, then you go to your ship, and if that doesn't survive then the new ships spawn point.
Stop making us spawn on the opposite side of the map when we die because a volcano successfully sinks us. Even with wind in your sails, so much time is wasted sailing back from golden sands or sanctuary outpost to devils roar. Make a couple of safe spawn points in devils roar. And go back to random spawn points. But make them regional so you don't spawn outside of the region.
Volcano's and the damage they cause are perfect, but more time between eruptions is needed. Probably doesn't need to be a lot, but having time to explore, and work on a quest would be nice.
The volcano at the outpost needs a permanent muzzle. The geysers on the island are ok i guess, but really, it makes no sense at all that it is an active volcano.
I am sure I will come up with more, but this is a start and things I thought important enough to share.
EDIT: In addition to the above, I believe that adding some more ships per server is now needed, because of the maps added territory. Even if only adding one more ship.
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@violentandroid said in [Mega Thread] Forsaken Shores:
Rowboats are too fast. Needs to be nerfed asap. I constantly see people just using the row boat because you cant see them at all until they are on top of you.
I agree with this 100%. There is absolutely no way this rowboat should be able to outrun a Sloop that has the wind in its favor, even without full billow.
My crew-mate and I were on a Sloop and just happened to witness a Brig fall victim to a volcano near a small island. We crept in to take advantage of the situation to find 2/3 of the crew loading all of their loot onto a rowboat. By the time we got within range and the right angle for cannons, they were shoved off and rowing away so we gave chase. We had our sails full right with the wind pressing against them just below a full billow and that darn rowboat was going at least twice as fast as we were! The speed along with how low it sits in the water, clipping through the waves, made it impossible to catch or even attempt a chase.
Overall thoughts...
Rowboats: At first I absolutely hated the controls as it was a pain to control, but that was before I knew you could use RB/LB as break to make sharp turns. Now I like the controls and feel any tweaks there are not needed. My only suggestions would be...
- Slow them down as they are way too fast.
- Make them more durable or repairable.
- Allow you to shove them up onto the shore by pushing them.
Volcanoes: At first, the frequency annoyed me. It felt like every 5 minutes one was erupting, allowing you no chance of doing anything! However, that was the first day and only over at most a 2 hour session. Playing over the weekend and developing some strategies, we noticed that the geysers and quakes would occur, but they did not guarantee an eruption! When these events occur now, we do a quick glance for signs of an eruption and plan accordingly, no real issues here. My only suggestions would be...
- Add maybe 15-30 more seconds or so of billowing smoke to the volcano before it actually erupts to give touch more time to come up with a plan. Please do not alter frequency of eruptions though, the frequency and randomness adds to the difficulty which is what this area is about, the challenge.
- Range could be tone down a touch, but not too much. Maybe down to 85-90% of what it currently is as when their are multiple eruptions nearby, it makes areas impassible. That isn't actually a bad thing as it adds to the danger, but even at 85-90% range you would be required to put some thought into maneuvering.
Megaladon / Sharks These should be a dark red! They survived in super heated water, perhaps it has altered their features in some way. In fact, they should vary slightly in all regions!
New Skeletons Ashen Skeletons! These bad boys are charred with bits of burning ember. When they group up tightly the heat becomes intense and deals damage, or they become engulfed in flames. Use water appropriately as a temporary solution.
Overall, absolutely happy with the latest expansion. Thank you Rare :)
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Oh thank god, someone finally started a Mega Thread.
Alright I'll try to be as brief as possible, which is likely impossible.
Volcanoes
- Need a set cooldown time where they do not erupt. This time would be no sooner than every 7 minutes, though I'd recommend setting the interval to be no more than every 12 hours ingame (12 minutes IRL), so players can look at their watch and time when the next eruption will be.
- The radius on some of the smaller volcanoes should be decreased, while the range of the larger volcanoes should remain the same (or increased ever so slightly.) Not all volcanoes are created equally.
- There needs to be a "safe" spot for rowboats at every single volcanic island to provide a way to make it to the island and back.
- More lava (not more flying rocks)
- Increase the distance between volcanoes rather than decreasing the radius of all volcanoes so that there is a larger area to safely sail through or park one's ship. -EDIT- 'Add more small islands in-between to fill the gaps.'
- Add more large random ocean rocks in the Devil's Roar as a place for players to park and hide their ships.
- Just for fun, create a way to climb up to the center of the volcano, allowing players to drop gunpowder in and set off the volcano even when it's on cooldown. Whoever does this will probably die, but hey it's cool.
Rowboats
- Add a way to go in reverse.
- Holding the left & right trigger (A & D) should automatically keep the oars moving. If this were to be added, the speed of the rowboats could be decreased slightly.
- Allow players to change the color appearance via a little box next to the rowboat's dock on the ship, similar to the way flags are changed. No need to buy more hulls, just use the hulls you already have.
- Add a way to tie down a rowboat so it does not move in the event of an earthquake or eruption.
- Allow players to repair rowboats using planks of wood, similar to how players heal using bananas.
- Include "Rowboat" kits that can be purchased at Seaposts or Shipwrights for a small amount of gold. Basically, it's a wood plank box that players can put 20 wood into, to turn the box into a rowboat. When constructed on the ship, it spawns in docked to your ship.
Voyages
- All voyages except Athena's should just have one chapter in the Devil's Roar.
- Create a second, volcano-free outpost in the Devil's roar (perhaps to the north) OR include a single Gold Hoarder, Order of Souls, or Merchant Alliance vendor on separate seaposts out of the range of volcanoes.
- Ashen Skeletons for the Order of Souls missions.
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Customization
(This last part is just my personal preference)- Stop adding the same style hat with different colors for every event or at least give me more hats so I'm not always stuck with a single style.
I've talked to other players about this, thinking I was the only one, but turns out I'm not the only one who has been sick of that type of hat since launch.
Where are the Sovereign themed hats with the feather on the back and the large rim of the hat?
Why is every set reduced to one single hat? - Include an alternative Pirate Legend outfit with a different (open) jacket and hat, as well as the Ashen outfit.
I personally really enjoy the Rogue Sea Dog Jacket and the regular Sovereign Hat.
Despite having over 70-80% of the game's customizations unlocked, I still have yet to find a decent alternative which is really sad.
- Stop adding the same style hat with different colors for every event or at least give me more hats so I'm not always stuck with a single style.
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@archangel-timmy said in [Mega Thread] Forsaken Shores:
My crew-mate and I were on a Sloop and just happened to witness a Brig fall victim to a volcano near a small island. We crept in to take advantage of the situation to find 2/3 of the crew loading all of their loot onto a rowboat. By the time we got within range and the right angle for cannons, they were shoved off and rowing away so we gave chase. We had our sails full right with the wind pressing against them just below a full billow and that darn rowboat was going at least twice as fast as we were! The speed along with how low it sits in the water, clipping through the waves, made it impossible to catch or even attempt a chase.
Now, I agree that is a little ridiculous for the sake of gameplay, I'd like to add that rowboats were used for thousands of years instead of sailboats due to the advantage of speed they held.
Basically, they didn't have to worry about the wind.
Only issue is the manpower it took to keep a ship rowing.
When it came time to crossing vast bodies of water such as the open ocean, sailboats became the preferred ship because I highly doubt that someone would want to row across the Atlantic Ocean.A 17th century Galleon could travel about 80 miles a day, whilst the Galley could travel up to 96 miles a day.
I agree the rowboat in Sea of Thieves should have it's speed turned down slightly, only however if a way to row consistently by just holding the keys were added, instead of pressing A & D every single time.
Also the sloop's speed while sailing against the wind should be increased slightly. -
@capt-fambeard I completely agree minus how fast an eruption starts up again. Should be a minimum window of time. Took me over 30 minutes to get on an island to even dig my first chest up. That isn't hard that's something else. Apart from that I love the difficulty that is added with the area. It's not for noobs. And the rewards pay off for the risk.
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@personalc0ffee To add to what you've pointed out.
If they expect people to play a game that doesn't make them fall asleep waiting for freaking eruptions to end then they need to do something soon!
Having to approach an island and turn away to safety three times before even setting foot on it isn't exactly captivating game play.I know some people just like the sound of their own voice and are happy to sit dormant for hours rambling on for the sake of talking but that's not why most people buy a game.
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@personalc0ffee said
I'm very sure that will be tweaked.
Only if we mention it by suggestion which you've called "complaints".
Now who's having your cake and eating it too?That's what the rowboat is for. I highly suggest using one.
We do make use of rowboats when we can find and move them off geysers or whatever other stuck position they've spawn at.
You can safely go to the island without fear of being pelted by rocks and you can mermaid back to the ship at any time.
No, you can't safely go through molten rocks falling from the sky. You can travel through them but in no way can it be considered as "safe".
And if it was so then why mention the mermaid?Dang, you've taken a double helping of that cake now. lol
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@admiral-rrrsole said in [Mega Thread] Forsaken Shores:
@personalc0ffee To add to what you've pointed out.
If they expect people to play a game that doesn't make them fall asleep waiting for freaking eruptions to end then they need to do something soon!
Having to approach an island and turn away to safety three times before even setting foot on it isn't exactly captivating game play.I know some people just like the sound of their own voice and are happy to sit dormant for hours rambling on for the sake of talking but that's not why most people buy a game.
As I stated in another thread, I spend more time waiting for eruptions to end with this new update than I do with everything else in total.
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I love the it!!!!!! Flying into the island trying to knock out a quest. Never anchored,. raise the sails, check the wind, and make a mental note of where the ship is.... volcano side usually just in case there's a trigger happy skelly on a cannon. Island rumbles and of course there are geysers right where we need to dig! Shovel clanks on the chest as we fight off waves of our boney foes... wondering how their snipers got so darn accurate. There's the smoke now it's time for the mad dash to beat the boil. It's every pirate for themselves. Seriously, a shark! ROW! ROW! Sails down praying we are pointed in a direction free of rocks or another volcano cause we need to get on repairs now! Thank god we stopped at those floating barrel gifts from Neptune, cause these islands are barren.
Ahhhh… made it. Look at all these other ships waiting for the volcano to simmer down. How many cannon balls we got?
Best tip... spread out, cause those huge flaming projectiles are a pirate extension event. and it's pronounced eye-let.
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@ultimate-powa
YepAnd with eruptions of surrounding volcanic isles you have to sail way too far to find safety from all directions.
It's become a waiting game. :/ Borrrrrrrring.
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Being a player who loves rewarding challenges, even very hard ones, and that has completed all the Devil’s Roar commendations, I can honesty say that all this feedback that is being unjustly labeled as complaints has absolutely nothing to do with the inability to play through the content or demanding it is set on an easy mode. Yes, there is more gold to be had. Especially since the gold rewards were lowered elsewhere. That does not compensate for the lack of a truly rewarding experience.
True, lasting rewards in any game comes from an overall highly positive gameplay experience. It should also align positively with the players investment of their time and money. It should never be about how much gold that can be thrown at players. It is the total gameplay experience.
There is also no rule that states because one thing is turned down another has to be made worse. That is just a petty threat and nonsense. It would also be very petty and make even less sense to actually take away something from players just because they are asking for a more balanced, pleasurable, and truly rewarding experience.
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@personalc0ffee said in [Mega Thread] Forsaken Shores:
@x-crowheart-x That is to ensure the area stays challenging and difficult.
I don't want them making it easier and I certainly don't rewards tampered with.
Neither do I or most others that are calling for better balance. The Devil’s Roar can continue to roar. It can definitely do so delivering all it has to offer in a more fun, less tedious, time wasting, polished experience that everyone can truly enjoy while still being challenged at the same time.