Skelly ships HORRIBLY IMPLEMENTED

  • When devs decided to remove the cursed skelly ships from spawning next to you I was glad to hear the news, "good riddance!" I said. U see, the cursed ships have this really irritating behavior to them, sometimes when you manage to dwindle them down and load them full of cannon holes, they like to dive back down to the sea and disappear without rewarding you for the time, effort, and resources wasted on them. Oh and when I say "Sometimes" I actually mean quite frequently. I had 3 encounters back to back where the cursed ships did this, which is ridiculous. Even more ridiculous is that this used to be a problem in the game when they were first implemented, then they were removed, and finally after all that time u guys decided to implement them again WITHOUT FIXING THEM! At least with the meg u can run away to the closest island and not deal with them, or attack them head on and almost always be rewarded (Unless u stray too far... sometimes they chase u across the 7 seas no matter what). But Cursed SHIPS?! Nope those guys blast u hard, giving u no choice but to feed them resources like water to a sponge until their AI kicks in and decides to flip u the bird as they sink back down into the ocean with no clucks given

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  • @red0demon0

    Ambient skeleton ships have been balanced. You can now, if you get far enough away from them or avoid them for long enough, lose their aggression on you. They also do not spawn galleons on sloops anymore, the most prevalent complaint from the community.
    As for reasons behind this, the majority of the community who spoke out were glad to see them back, after so long of asking for their return. Aggressive skeleton ships function as a replacement for 'bounty hunters' or 'pirate hunters' who ambush pirates on the seas and attempt to initiate a battle to the death, just as roaming skeleton ships replace wandering merchant ships and skeleton fleet events replace royal navy attacks.
    For their despawning, this has indeed long been an issue that requires fixing. There are three reasons the skeleton ships dive under in my experience: Sinking the ship they initiated a battle with can cause them to despawn, even if another engages with them; a timer seems to despawn them regardless of situation after a set amount of time, though it also does seem to extend should the ship's aggression be drawn; upon the formation of a skeleton fleet, all ambient skeleton ships on the Sea of Thieves will dive under and join said fleet.

  • @ultmateragnarok said in Skelly ships HORRIBLY IMPLEMENTED:

    @red0demon0

    Ambient skeleton ships have been balanced. You can now, if you get far enough away from them or avoid them for long enough, lose their aggression on you. They also do not spawn galleons on sloops anymore, the most prevalent complaint from the community.
    As for reasons behind this, the majority of the community who spoke out were glad to see them back, after so long of asking for their return. Aggressive skeleton ships function as a replacement for 'bounty hunters' or 'pirate hunters' who ambush pirates on the seas and attempt to initiate a battle to the death, just as roaming skeleton ships replace wandering merchant ships and skeleton fleet events replace royal navy attacks.
    For their despawning, this has indeed long been an issue that requires fixing. There are three reasons the skeleton ships dive under in my experience: Sinking the ship they initiated a battle with can cause them to despawn, even if another engages with them; a timer seems to despawn them regardless of situation after a set amount of time, though it also does seem to extend should the ship's aggression be drawn; upon the formation of a skeleton fleet, all ambient skeleton ships on the Sea of Thieves will dive under and join said fleet.

    I argue that they have not been balanced and just updated a bit. The last points you mention is reason enough not to implement it into the game again without reworking these systems. Currently it just seems like a half done job. As for the range, I can confirm my range was always in a small area as I always stuck around 1 center point piece or in between 2-4 obstacle pieces in my 3 different encounters which means the problem is with the timer. Either way it's still 2 times too many, and where are these people who were glad to see them back? Because as I remember, a majority of the community who spoke out were also glad to see them go.

  • @red0demon0

    Despite this being a Feedback forum, the community does not particularly often make posts just saying 'good riddance, glad they're gone'. Every time a major, community requested alteration is made, another part of the community speaks against it. A good example is sloops: a portion of the solo sloop community told Rare they wanted more of a challenge, they wanted megalodons to hit them just as hard and they wanted the krakens to go for them as much as they went for galleons. Rare obliged, and immediately another part of the solo community asked for these changes to be reverted, were calmed slightly, and asked for the attacks on sloops to be easier than the ones on galleons. Rare obliged, and now the community complains about how no PvE aspect truly threatens sloops anymore. Through this, there has been part of the solo community who has kept silent, part of the community who cannot speak out on the topic, not having access to the forums or not having a proper account set up, a part of the community which does not care of the changes made and simply deals with them as they appear, a part of the community which interacts so little with these threats that they notice no difference, and many others. Not everyone voices an opinion until the first, and then only in the responses do another section make themselves heard. However, many do not bother anyways.

  • I didn't know that all roaming ships went under at the arrival of a fleet cloud. Good to know!

  • @red0demon0 they have been balanced heavily, i even dare to say too much.

    On a sloop only skelly sloops can spawn, thus was never a thing before.

    On brigs both skelly sloops and galleons can spawn also never a thing before

    On a galleon only skelly galleons can spawn.

    Furthermore they shoot WAY less cursed cannonballs nowadays, also they where never removed just for the sake of removal, they where removed for this rebalance.

    Since the reintroduction i have had barely any of the ships despawn (dive under) since they are so easy to sink as long as you are aware of your surroundings, as soon as i hear the spawn queu (the blaring horn) i then listen on which side they spawn and ready up both sides cannons. As soon as they pop up they are instantly riddled with a couple bottom deck holes.

    Then just keep fire on them and 9 out of 10 times they sink before even firing a single shot.

  • @ultmateragnarok said in Skelly ships HORRIBLY IMPLEMENTED:

    @red0demon0

    Despite this being a Feedback forum, the community does not particularly often make posts just saying 'good riddance, glad they're gone'. Every time a major, community requested alteration is made, another part of the community speaks against it. A good example is sloops: a portion of the solo sloop community told Rare they wanted more of a challenge, they wanted megalodons to hit them just as hard and they wanted the krakens to go for them as much as they went for galleons. Rare obliged, and immediately another part of the solo community asked for these changes to be reverted, were calmed slightly, and asked for the attacks on sloops to be easier than the ones on galleons. Rare obliged, and now the community complains about how no PvE aspect truly threatens sloops anymore. Through this, there has been part of the solo community who has kept silent, part of the community who cannot speak out on the topic, not having access to the forums or not having a proper account set up, a part of the community which does not care of the changes made and simply deals with them as they appear, a part of the community which interacts so little with these threats that they notice no difference, and many others. Not everyone voices an opinion until the first, and then only in the responses do another section make themselves heard. However, many do not bother anyways.

    That's exactly the point I was trying to make, using the communities speech as an argument point or as a reason why devs changed things makes no sense as those who are usually content with gameplay will not confirm their points as well as those that choose to argue it. In the end, theirs no way to tell where the majority of the player base lies. Now lets get specific, going back to my point that cursed ships should not have been implemented: I'm not saying its a bad idea, I'm saying it was implemented in an incomplete half job state. It's simple, this mechanic was not ready to be released yet, and it was implemented despite the fact they knew what was wrong with it. Will people argue regardless? Yes, but behind all the nonsense, ur telling me u think that these cursed ships are implemented in the game in a way that is satisfactory? Based only on the current facts? The pros and cons?

  • Im glad they are back.

    Skelly sloops are easy to deal with solo.

    Skelly galleons easy to deal with solo in a sloop too, so laughably easy in a crew.

    Just need practise.

  • @callmebackdraft said in Skelly ships HORRIBLY IMPLEMENTED:

    @red0demon0 they have been balanced heavily, i even dare to say too much.

    On a sloop only skelly sloops can spawn, thus was never a thing before.

    On brigs both skelly sloops and galleons can spawn also never a thing before

    On a galleon only skelly galleons can spawn.

    Furthermore they shoot WAY less cursed cannonballs nowadays, also they where never removed just for the sake of removal, they where removed for this rebalance.

    Since the reintroduction i have had barely any of the ships despawn (dive under) since they are so easy to sink as long as you are aware of your surroundings, as soon as i hear the spawn queu (the blaring horn) i then listen on which side they spawn and ready up both sides cannons. As soon as they pop up they are instantly riddled with a couple bottom deck holes.

    Then just keep fire on them and 9 out of 10 times they sink before even firing a single shot.

    I have never seen anyone defeat a cursed galleon the moment they spawn in, even before they managed to fire so if u have, then u must be beyond skilled. I never said or thought that they were removed for its own sake. They were removed because they were remorseless against players, especially since they would spawn literally right next to you and chase you down to the end of the earth. Yet the problem that they would disappear mid fight still existed back then so why after this whole time has that not been fixed or even updated? Even if this has not happened to you, I'm sure ur aware of this happening to others. The problem, whether we choose to argue for the cursed ships or not (And I am not arguing against them), exists, that's an inarguable fact unrelated to your own personal experience.

  • I'm glad they are back.

  • There was a time I challenged myself to learn how to solo a skellie galleon.

    First you learn how to survive them.
    Then you learn how to sink them.
    Then you learn how to loot them.

    Very satisfying when you can do it consistently.

  • @red0demon0 while i get that my personal experience doesnt speak for all experiences and the despawning could be an issue still, in that case i would advise you to use those experience and create a support ticket. That is more usefull to getting it fixed then a forum post.

    Also skelly galleons are quick to defeat, couple of cannon balls when they fly out the water a bit (instant lower deck holes) followed by a ballast ball and a few more top deck holes and they are done for especially since i have found quite a few of them spawn with gunpowder barrels on board that blow up due to cannon fire.

  • @red0demon0
    I enjoy them very much. Easy to kill and not that different than a PVP encounter. Now, the troll spamming AI with the cursed cannonballs can be annoying, especially when YOU or I "the players" mess up. Other than that as others have stated in other posts my crew and I enjoy them. They were balanced before, the players just LACKED experience on how to defeat them.

  • Remember the days where you were relentlessly hit with jig balls?
    Impossible to stay alive.

    Since the balancing its much better.

    im glad theyre back

  • @red0demon0

    I'm personally glad to have them back. But I have some theories what's causing them to despawn on you

    When these were first introduced into the world, they would follow you to the ends of the map, and would never disengage... One of the changes they made to hostile skeleton ships a while back is that they will disengage the player if you sail for a while and show no interest in it.

    Perhaps they need to go back in and revisit this part of the AI's behavior? It may be tied to how far you've sailed across the map with the skeleton ship in pursuit... I personally have not encountered this issue when I was trying to fight one of these ships. I don't know how far you sailed or how long you took to fight it - so if you haven't already, maybe roll up your sails and fight it within the area that it spawned?

    P.S. Also note that if the skeleton ship had spawned on another crew and not yours, then if that crew sinks or is otherwise out of the area, the skeleton ship will dive back under shortly.

  • @galactic-geek said in Skelly ships HORRIBLY IMPLEMENTED:

    I didn't know that all roaming ships went under at the arrival of a fleet cloud. Good to know!

    Yeah I noticed this back in Shrouded Spoils.

    Roaming ships are only in the world while there's a fort up, and I don't think any new ones will spawn while there is not an event active either. If a skeleton ship cloud is up, then you won't see any in the world nor will they spawn on you. Probably has to do with the fact that they can't have the roaming ships out in the world and the ones out for the battle at the same time due to memory constraints.

  • @daringclarky said in Skelly ships HORRIBLY IMPLEMENTED:

    Remember the days where you were relentlessly hit with jig balls?
    Impossible to stay alive.

    Since the balancing its much better.

    im glad theyre back

    I remember...… I remember a lot of cursed words being spat out due to the AI spam of those things when we were trying to learn how to attack them. LOL

  • Well i got no problems with them and i sunk 500 for the canons but yes with the last 30 skellyboats i had like 3 or 4 despawning during the fight.. sometimes they flee.. at least they dont spam ccb's anymore but those skellysloops often sink without firing a single shot at me they are far too easy -.-

  • Sometimes I wish they'd despawn 😂

    Too many times I've used most of my resources sinking a skelly galleon, only to have a second one spawn 10 minutes later and use the last of my resources, then pursue me till the ends of the earth even if I hide in Thieves Haven 😂

    They're relentless little A**holes I'll give them that lol I hope they never get removed or altered though, such a good threat to have on the seas. Well implemented imho.

  • The only “Issue” I take with the Skelly ships is the dreaded Ballist Ball.

    Should just call it the Galleon Killer. Need a Sloop Killer and Brig Killer added!

  • @glannigan
    There is a ship-killer. It's called the peaceball, and it's quite effective at negating most crew's damage dealing capability.

  • @chronodusk said in Skelly ships HORRIBLY IMPLEMENTED:

    @red0demon0

    I'm personally glad to have them back. But I have some theories what's causing them to despawn on you

    When these were first introduced into the world, they would follow you to the ends of the map, and would never disengage... One of the changes they made to hostile skeleton ships a while back is that they will disengage the player if you sail for a while and show no interest in it.

    Perhaps they need to go back in and revisit this part of the AI's behavior? It may be tied to how far you've sailed across the map with the skeleton ship in pursuit... I personally have not encountered this issue when I was trying to fight one of these ships. I don't know how far you sailed or how long you took to fight it - so if you haven't already, maybe roll up your sails and fight it within the area that it spawned?

    P.S. Also note that if the skeleton ship had spawned on another crew and not yours, then if that crew sinks or is otherwise out of the area, the skeleton ship will dive back under shortly.

    I'm sorry but I don't think you might have quite understood me, in all 3 times that I encountered these ships I had made sure that I stayed in a specific area. Attacking and never deviating. It's always when the cursed ship has water rising over middle deck that they begin to despawn. This gives me reason to believe that the area needs to increase or their is a timer (Which is too short) which u have to take them out

  • @callmebackdraft said in Skelly ships HORRIBLY IMPLEMENTED:

    @red0demon0 while i get that my personal experience doesnt speak for all experiences and the despawning could be an issue still, in that case i would advise you to use those experience and create a support ticket. That is more usefull to getting it fixed then a forum post.

    Also skelly galleons are quick to defeat, couple of cannon balls when they fly out the water a bit (instant lower deck holes) followed by a ballast ball and a few more top deck holes and they are done for especially since i have found quite a few of them spawn with gunpowder barrels on board that blow up due to cannon fire.

    I didn't post a support ticket because this I didn't think it was a glitch or an error, perhaps it was something as intended but when implemented it didn't work as well as when it was still being thought out. You mentioned a balladt ball but not everyone will find that specific cursed ball to use it, even then, some might not even have cursed balls at all at the time a cursed ship appears. Using only regular cannonballs, your in for some ship warfare. As for gunpowder barrels in cursed ships, got to say I never seen or heard of that before, fought a few ships around and have yet to fin any of them that blow up on me

  • @red0demon0 you are right on both the ballast ball and gp kegs, that is based on chance but even without if you put 20~40 cannonballs into the side of one of those ships (20 for brig, 40 for gally based on each cannon used) they go down oretty damn fast

    And then im not even talking about how ridiculously easy skelly sloops are

  • @callmebackdraft said in Skelly ships HORRIBLY IMPLEMENTED:

    @red0demon0 you are right on both the ballast ball and gp kegs, that is based on chance but even without if you put 20~40 cannonballs into the side of one of those ships (20 for brig, 40 for gally based on each cannon used) they go down oretty damn fast

    Great so if what you say is true, and if so as I had stated, these ships were sinking when water was already more than halfway up the middle deck of a cursed ship (Meaning they were sinking fast and almost done for), then how fast must it have been for them to despawn? Now on a galleon cursed ship it sure doesn't take only 20 cannonballs, I'd say about 30-60 if ur whole crew know what they are doing. And already that's a quite a bit of resources depleted on said ship

  • @red0demon0 said in Skelly ships HORRIBLY IMPLEMENTED:

    @callmebackdraft said in Skelly ships HORRIBLY IMPLEMENTED:

    @red0demon0 you are right on both the ballast ball and gp kegs, that is based on chance but even without if you put 20~40 cannonballs into the side of one of those ships (20 for brig, 40 for gally based on each cannon used) they go down oretty damn fast

    Great so if what you say is true, and if so as I had stated, these ships were sinking when water was already more than halfway up the middle deck of a cursed ship (Meaning they were sinking fast and almost done for), then how fast must it have been for them to despawn? Now on a galleon cursed ship it sure doesn't take only 20 cannonballs, I'd say about 30-60 if ur whole crew know what they are doing. And already that's a quite a bit of resources depleted on said ship

    In the end it depends on the crew and their gathering capabilities. My crew don't even start an adventure without a min of 300 cannonballs. typically that's an outpost and a fort gathering and we continue to resupply up as we sail and get off at our islands or downed shipwrecks.

  • @red0demon0

    One keg and a good boarder can sink a skeleton ship without a single cannonball. The skeleton ship can even spawn with up to three on board, possibly more (though I've not seen it with more). A good boarder could even sink it with one cannonball, or a ram, if the damage is in the right place. I've done it, though it's notably slower the ship is very unlikely to go under with someone on board.

  • @inboundbomb said in Skelly ships HORRIBLY IMPLEMENTED:

    @red0demon0 said in Skelly ships HORRIBLY IMPLEMENTED:

    @callmebackdraft said in Skelly ships HORRIBLY IMPLEMENTED:

    @red0demon0 you are right on both the ballast ball and gp kegs, that is based on chance but even without if you put 20~40 cannonballs into the side of one of those ships (20 for brig, 40 for gally based on each cannon used) they go down oretty damn fast

    Great so if what you say is true, and if so as I had stated, these ships were sinking when water was already more than halfway up the middle deck of a cursed ship (Meaning they were sinking fast and almost done for), then how fast must it have been for them to despawn? Now on a galleon cursed ship it sure doesn't take only 20 cannonballs, I'd say about 30-60 if ur whole crew know what they are doing. And already that's a quite a bit of resources depleted on said ship

    In the end it depends on the crew and their gathering capabilities. My crew don't even start an adventure without a min of 300 cannonballs. typically that's an outpost and a fort gathering and we continue to resupply up as we sail and get off at our islands or downed shipwrecks.

    Yes it partially depends on that, but whether u have 100, or 200, or even 300 cannonballs, 40 cannonballs is still a lot of resources depleted. Not to mention that to get to 300 u would need fort, outpost, and anything scavenged on the way which is quite a bit of effort on the crew

  • @ultmateragnarok said in Skelly ships HORRIBLY IMPLEMENTED:

    @red0demon0

    One keg and a good boarder can sink a skeleton ship without a single cannonball. The skeleton ship can even spawn with up to three on board, possibly more (though I've not seen it with more). A good boarder could even sink it with one cannonball, or a ram, if the damage is in the right place. I've done it, though it's notably slower the ship is very unlikely to go under with someone on board.

    Kegs are a thing that falls to chance as well, not everyone might have a keg on them when these ships spawn. Your generalizing my statement to be about all cursed ships, that's not what this is about. When ur not out to specifically prep for cursed ships, simply out at sea doing voyages or something else and a cursed ship magically pops up out of thin air, not everyone will have a keg or the correct cursed ball for the situation. As CallMeBackdraftT has so kindly pointed out

  • @red0demon0

    Most crews carry kegs on them on any adventure, as they can be found on any random island you may go to in your voyage. As for cursed cannonballs, it is indeed quite difficult to get particular ones from the bunch sometimes.

  • @red0demon0 said in Skelly ships HORRIBLY IMPLEMENTED:

    @inboundbomb said in Skelly ships HORRIBLY IMPLEMENTED:

    @red0demon0 said in Skelly ships HORRIBLY IMPLEMENTED:

    @callmebackdraft said in Skelly ships HORRIBLY IMPLEMENTED:

    @red0demon0 you are right on both the ballast ball and gp kegs, that is based on chance but even without if you put 20~40 cannonballs into the side of one of those ships (20 for brig, 40 for gally based on each cannon used) they go down oretty damn fast

    Great so if what you say is true, and if so as I had stated, these ships were sinking when water was already more than halfway up the middle deck of a cursed ship (Meaning they were sinking fast and almost done for), then how fast must it have been for them to despawn? Now on a galleon cursed ship it sure doesn't take only 20 cannonballs, I'd say about 30-60 if ur whole crew know what they are doing. And already that's a quite a bit of resources depleted on said ship

    In the end it depends on the crew and their gathering capabilities. My crew don't even start an adventure without a min of 300 cannonballs. typically that's an outpost and a fort gathering and we continue to resupply up as we sail and get off at our islands or downed shipwrecks.

    Yes it partially depends on that, but whether u have 100, or 200, or even 300 cannonballs, 40 cannonballs is still a lot of resources depleted. Not to mention that to get to 300 u would need fort, outpost, and anything scavenged on the way which is quite a bit of effort on the crew

    Like you said the effort lies on the players. My crew know that resources are life blood of the game. If you plan to sail the seas buckle down and gear up. It's that simple and it doesn't take that long. If you leave the ship have empty pockets always so they will be full when you come back. Always be empty but always be prepared.

  • You can run from them they will go away. I promise. I can sink a skelly ship in under 2 minutes with 1 keg. I light it on ship run to the other side so I survive blast and kill them so they can’t repair. It ads excitement to the seas. I love the unpredictability.

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