Replace Diving with THIS

  • Diving is bad. Many people think it should be removed. But If we want new regions, a way to navigate quickly would be important, so replacing it with another more balanced system seems like a good idea.

    Replace Diving with Ancient Caverns
    Ancient Caverns deep under the sea are now accessible from entry points hidden around rock formations. You can carefully navigate your ship down these rapids into the caverns.

    These caverns were used by the ancients and merfolk to navigate the sea quickly, and now you can too!

    There are no maps of these caverns. Once you get to another cavern entry point, you activate an ancient device that inverts the water flow, pulling your ship out of the caverns. this all stays on the same server.

    Running and Sinking
    Ships take tons of damage if they hit the sides of the entry and exit caverns. If a ship is significantly damaged when it enters the caverns, the ship loses its structural integrity and is torn apart, the players being black-screened and moved to the ferry. The treasure of ships that sink in the transition into and out of the caverns becomes loot found washed ashore in the caverns.

    By creating set entry and exit points, and making utilization risky. We have a balanced replacement to diving that maintains server stories, and introduces a new risk versus reward mechanic.

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  • replacing it with another more balanced system seems like a good idea.

    So if your a poor sailor and crash into everything….then you sink in these caverns a lot.

  • Well, it’s only the entrance and exit people need to worry about, the caverns themselves are relatively calm.

    Hasty unprepared entrances and exits will be punished, calm steady approaches rewarded.

    Unlike diving, pursuit is an option. Heck, so is stowing away as it stays on the same server.

  • remove diving entirely
    it is a sailing game, where you sail to places. the water is there so you can sail, and the long distances are there so you can find other things to do while... you sail

  • @karminiumsot
    Agreed, removing diving is extremely important.

    We all know diving was added to help out those who had limited time to play, but it wound up killing the adventure.

    However, if the map gets bigger with perhaps a swamp zone or ice zone, the 3 original regions getting a risky speedy “under zone” might be a thing to consider.

  • This might be a hot take, but I don’t hate diving, I hate how unrestricted it is. I think it should only be available one time at the beginning of a session for 15 minutes, or it should remove your Emissary flag

  • @boneheart1237

    I think that’s really the core problem. Diving is an easy way to move from A to B, and supplies and emissary carry over while you just abandon the entire server.

    Making diving eat some supplies or take grades off of your emissary is definitely an option, but assuming you are diving to something like a sea fort, you could get that back quickly.

    I feel like this ancient caverns idea kinda fixes it by making it risky to take “the fast lane” and also keep you on the same server. Definitely a more elaborate solution, would definitely take more dev time, but Imo it would work better than diving staying and removing emissary grades and supplies.

  • I don't necessarily agree with a cave system, but I do agree that diving should've just stayed with hourglass. Speaking of which, hourglass needs it's own place too. It takes up a third of the server leaving just 4 ships on a large map, and out of those 4 ships diving in and out, the result is the game feels empty. They tried supplementing it by having people rise up closer to each other, but that hasn't worked, doesn't solve the problem, and rising up near another ship has only happened to me once. It's not enough to make servers feel full.

    Sea forts (6 of them, scattered all over the map) were put in to help players who had limited time to play still obtain loot for a faster gaming session. Diving just wasn't necessary for High Seas/Adventure, especially with a third of the server tied up for hourglass. I have a feeling they know it too, which is why they removed diving from world events.

    I honestly don't think they'll ever remove diving (and HG) from Adventure, and I know there are probably many players who don't want it removed. Putting that genie back in the bottle most likely isn't going to go over well with those players if they do decide to do it. Still, HitboTC sums up a lot in his recent video, and made me miss how this game used to be as well.

  • I honestly don't think they'll ever remove diving (and HG) from Adventure

    At the rate things are going, HG is looking to be placed in a pocket just to calm the cries, but with changes come nerfs/buffs that will affect the rest of the game as well. Unlike diving, they won't really touch that. They may reduce how we dive or limit how often we are allowed.

    Sad fact: Nobody likes to sail in a sailing pirate game.

  • It’s the darn Ticcity-Toks and YouTube shorts, that’s what diving is! It’s attracted and enabled short attention spans, which kill the very concept of a long adventure at sea.

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