The few things they NEED to change the most

    1. The PvP Respawn time!!!! When killing another player, their respawn time needs to be at least 30-40 seconds longer. It is bs if fighting another ship going back and forth and finally kill someone only for them to spawn again so quickly putting them right back in. Also if you sink another ship and kill most of or all of their crew the ship needs to spawn really far away from where the action was. it is bs if your crew wins the battle and get some good loot only for the other crew to spawn right by you over and over with fresh supplies

    2. Add a few more guns.... or at least with the sniper rifle it is bs that it takes 2 hits to kill a skeleton. Its also lame that only the blunderbuss will kill from up super close. I snuck behind another player got 1 inch from his head with the pistol from behind and it still didn't kill him..... even if there is just another pistol gun that holds 6 shots but costs a bunch of money that is actually worth it.... or a sniper that only holds 2 shots but actually will kill a player or skeleton in just 1 shot even if its super expensive

    3. 1 man solo players need to be put on a server with only other sloops. It is super unfair if someone is by themselves and a galleon crew of 3 is on that person. 1 cannonball hit and its over. 1 person and drive, repair, dump water, watch the ladders etc. A solo player with treasure has nothing he can do if a galleon crew is on him. I felt really bad when we wiped a guy out who had some decent stuff

    4. PLEASE SOME SHIP UPGRADES!!!! some stuff thats not just cosmetics..... even if its 150k for something like an extra cannon or 2 on a sloop..... or even a front cannon on it. Or even if its just something about decreasing the time it takes to lower sails or something. It doesn't have to be something where it will give a crew with massive gold a huge advantage but at least do a little something..... if not ship upgrades then maybe even some item upgrades like a shovel that will dig the treasure out in 1 dig, or maybe even a pair of boots where you run slightly faster. a telescope with some more distance etc

    5. (this isnt a huge deal) but I almost feel if pvp'ing galleon on galleon that if a galleon ends up taking like a total of 40-50 cannon balls the holes at least get bigger and the boat eventually goes down. Last night my crew of 3 was chasing around a crew of 4 for about an hour (they had some big obvious loot) we were better sailors then them for sure (we constantly would pull up on them and land massive hits, we probably landed a total of 30-40 cannonballs while they landed around 3) but they were just decent enough to keep a few steps ahead of us, usually about a 10-15 second jump. So even with us dominating they were still able to keep repairing which I guess could be fine if the respawns were not so quick (back to my first point, cause we would constantly take out multiple of them) I just feel after so much damage a ship has to get to pieces

    Im curious to hear other ideas

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  • Rares answer is no to everything you mentioned except maybe the respawn thing. They are making the new ships spawn further away so that will be taken care of.

    Respawn time might be adjusted later too, in alpha it was short, dont know if it changed in Beta, but the official release i noticed respawn time was longer

  • @nanach

    well if anything putting a solo player only on a server with other sloops should be super easy to do

  • @wavey-sauce-585

    1. disagree on respawn time/ but agree with ship spawning further away. infact the developers addressed this in the latest new if you click the news section at the top. they made a post saying they are increasing distance.

    2. agree

    3. disagree

    4. agree but not for more cannons on sloops they are already fast enough. no one would play a gallion if sloops had more guns.

    5. sounds like a complaint more than a real suggestion.

    i want to see more music added into the game myself. and more quests. maby even make pvp quests for legendary pirates. to sink ships!

  • @wavey-sauce-585 said in The few things they NEED to change the most:

    @nanach

    well if anything putting a solo player only on a server with other sloops should be super easy to do

    No, as the sloop even solo is more than capable vs a galleon. It's poor seamanship if your catching a sloop. It's lack of weaponry and crew are offset by its small size, increased maneuverability and simplicity of its rigging. I sink galleon in duo, and never get overtaken even solo. Purely experience, skill, and seamanship.

    Edit: even in worst case scenario with the sloop, I simply flee. And no issue kissing the galleon good bye.

  • @gordon-sevencav

    agreed

  • @gordon-sevencav

    l**o not at all. a 1 person has NO chance vs a galleon if combat starts. if the 1 person even takes 1 or 2 cannon hits its over. they cannot repair, drive, dump water, guard the ladders, shoot the cannons etc. a 1 person sloop is screwed vs a galleon if combat starts. the galleon can have people boarding the ship while shooting cannons

  • @wavey-sauce-585 said in The few things they NEED to change the most:

    @gordon-sevencav

    l**o not at all. a 1 person has NO chance vs a galleon if combat starts. if the 1 person even takes 1 or 2 cannon hits its over. they cannot repair, drive, dump water, guard the ladders, shoot the cannons etc. a 1 person sloop is screwed vs a galleon if combat starts. the galleon can have people boarding the ship while shooting cannons

    I also meant to add in about the solo I am talking about once combat actually starts..... or when a sloop is parked at an island and someone rolls up on it

  • @wavey-sauce-585 combat starts on the sloops terms, and a sloop caught broadside has done something wrong. I have no issue avoiding galleys when I don't want to fight. And have no issue killing them when I want to fight. Even solo, as guarding ladders is easy and you can see their attempts at boarding from a mile away.

  • @gordon-sevencav said in The few things they NEED to change the most:

    @wavey-sauce-585 combat starts on the sloops terms, and a sloop caught broadside has done something wrong. I have no issue avoiding galleys when I don't want to fight. And have no issue killing them when I want to fight. Even solo, as guarding ladders is easy and you can see their attempts at boarding from a mile away.

    Umm and what if a sloop is caught at an island or a port? doing a longer or lengthy mission? Especially a solo one or a 2v4. it gets hit once or twice its done....not sure what you dont get

  • @gordon-sevencav Gosh I love the "git gud brus" here. They just know that it's all about skill and not balance issues. It's not that the Galleon has more firepower, more toughness, more supplies, more crew and goes substantially faster whereas the Sloop is more maneuverable.... Yeah that is clearly a skill problem and not a balance issue. l**o

  • I'd love to see some of these things at least addressed if not implemented. I can't tell if Rare is just taking their time and being really careful to make small changes to keep everything smooth as the game is supposed to be changing over time or if they are just turning a blind eye to a lot of serious issues that may tank the game I love so much. I would add a vote system so bad or mean spirited players eventually only get to play with others like them.

  • Only agree with more weapons. Ship upgrades, I am not militant against it, but it looks like it's a red line for the devs.

  • @wavey-sauce-585 situational awareness. Observation. You need, absolutely NEED, to keep an eye open all around you at all times.

    Whether I'm solo or a full crew of 4 we are all always looking around all at the same time.

  • @wavey-sauce-585 said in The few things they NEED to change the most:

    Umm and what if a sloop is caught at an island or a port? doing a longer or lengthy mission?

    I mean, yeah, that can happen. In fact That's usually where I DO get sunk. Never really saw it as a problem though.

    I keep my hold pretty empty with frequent outpost stops and always take a look around before going ashore. If I take too long on an island, I kinda figured that was my own fault.

    If you're really worried about losing your loot, you could always take it ashore with you and hide it till you're done. I never felt at a disadvantage in my sloop, just thought of it as a different play style. Ya can't play a sloop like a galleon.

    Oh, and no to the upgrades as well.

  • Ship respawn distance is getting changed this week so thats good.

    I think death should have a respawn penalty each time you die 10 seconds gets added to the respawn timer max 2 minutes and this death penalty renames in place until you stay alive for 10 minutes without dying.

  • yep 1,3,and 5 I strongly agree
    Its interesting 3/5 problems relate to PvP

    Man Rare is gonna have a very very very hard time figuring all this out.
    Personally I think its a hard balance between PvE and PvP players.

    Good luck with that Rare

  • @wavey-sauce-585 said in The few things they NEED to change the most:

    @gordon-sevencav said in The few things they NEED to change the most:

    @wavey-sauce-585 combat starts on the sloops terms, and a sloop caught broadside has done something wrong. I have no issue avoiding galleys when I don't want to fight. And have no issue killing them when I want to fight. Even solo, as guarding ladders is easy and you can see their attempts at boarding from a mile away.

    Umm and what if a sloop is caught at an island or a port? doing a longer or lengthy mission? Especially a solo one or a 2v4. it gets hit once or twice its done....not sure what you dont get

    I don't see how you don't understand that by using the Sloop you are sacrificing all those things that the Galion has, in exchange for simplistic rigging, smaller Target size, and maneuverability. If you're getting sunk from one or two hits from a cannon, that's on you. The Sloop can have six holes in it and be kept afloat by a single person bailing.

    The Sloop is not meant to brawl, it is not meant to be able to easily hold it own broadside to broadside with the galleon. I don't understand why people can't seem to grasp the idea that they aren't meant to be it's equal in combat.

    Being caught unaware at an island is simply the sloop crew not paying attention. I've been at island's for multiple voyages (gold borders + message in a bottle) and keep a weather eye out on the horizon all the time. Checking every few minutes or less.

    To he clear, I am almost purely a solo sloop player, sometimes I duo, and I have no issue avoiding the galleys in every game. Not to mean "get good" but the ships are inherently balanced. In fact the sloops starting supply is actually better ratio wise than the galley. 2 cannons with 40 cannon balls at spawn, the galley has 8 with 45 cannon balls at spawn. The sloops anchor takes about 6 seconds to raise solo, the galleys takes 45 seconds to raise solo. At max crew on each, 3 and 10 seconds respectively (roughly).

    The sloop isn't designed for combat people, if you want to pew pew, get on the galley crews. Or join up with another sloop and laugh your way to the bank as you wreck galleys like you've never thought possible.

  • @mcstabbypants said in The few things they NEED to change the most:

    @gordon-sevencav Gosh I love the "git gud brus" here. They just know that it's all about skill and not balance issues. It's not that the Galleon has more firepower, more toughness, more supplies, more crew and goes substantially faster whereas the Sloop is more maneuverable.... Yeah that is clearly a skill problem and not a balance issue. l**o

    1. The galleon has a higher supply capacity, but spawns almost equally with the sloop. (40 to 45 cannonballs sloop to galley)

    2. Yes the galley is a brawler, it's meant to take lots of damage and give out damage. But it is not superior to the sloop. All that firepower and durability doesn't mean squat if they can't get on target. Being smaller, faster in the wind, and more maneuverable makes dodging them very doable.

    3. The galley only goes faster down wind. The sloop is substantially faster into the wind.

    4. More crew doesn't equal better without that skill you lift your nose at. Sloops can be manned, rigging and wheelhouse, with 1 person effectively. The galley requires 2 riggers and a helmsmen to effectively use it's rigging. Even the it's rigging is slower then the sloops at positioning. Also the helm on the sloops is 2x as responsive, as it only does 1 full turn in either direction, where as the galley does 2 turns. And since the wheel spins at a set speed (dpi or joystick doesn't effect it's max speed) that means the sloop can make effective turns at 2x speed.

    5. If with all these benefits, you can't handle the sloop, then it may in fact not be the ship at all but the person on the deck.

    6. If you really feel the way you say, then I hope your ready to be smashed by other sloops. As there are many of us sloop players who purposely hunt galleys. Take that target away, and that makes you our new target. And if those people can hold their own vs a galley that's as powerful as you think, then you won't stand a chance. What'll you say then? Hax?

  • @crash4654 said in The few things they NEED to change the most:

    @wavey-sauce-585 situational awareness. Observation. You need, absolutely NEED, to keep an eye open all around you at all times.

    Whether I'm solo or a full crew of 4 we are all always looking around all at the same time.

    right but to the guys who play solo (which I dont) it is impossible to do all that looking at once. thats the only reason I said solos should only be on with other sloops

  • @gordon-sevencav tl;dr Another git gud bru. Sorry you can't take a step back and an honest look at the problem.

  • @wavey-sauce-585 if I can do it, anyone can. It's easy. Just look around as you're sailing... That's all there is to it. See something ship like? Spyglass to confirm.

    That all it is is literal observation. If you're only focusing on your helm you need to just do a bit better at looking around and moving.

  • @mcstabbypants said in The few things they NEED to change the most:

    @gordon-sevencav tl;dr Another git gud bru. Sorry you can't take a step back and an honest look at the problem.

    The fact you didn't read it just means you can't handle not getting your participation award. I have taken steps back and looked. Been on the receiving end of the galley as well as on the deck chasing a decent sloop to the maps edge. Been there, done it, and still think the system as is, works fine.

  • @wavey-sauce-585 said in The few things they NEED to change the most:

    @crash4654 said in The few things they NEED to change the most:

    @wavey-sauce-585 situational awareness. Observation. You need, absolutely NEED, to keep an eye open all around you at all times.

    Whether I'm solo or a full crew of 4 we are all always looking around all at the same time.

    right but to the guys who play solo (which I dont) it is impossible to do all that looking at once. thats the only reason I said solos should only be on with other sloops

    Many of the voices you hear against this, myself included, are solo sloopers. If we didn't want the challenge was jump in a pug.

  • @gordon-sevencav I didn't read it because there isn't a point. It reeked of pretentiousness.

  • @mcstabbypants said in The few things they NEED to change the most:

    @gordon-sevencav I didn't read it because there isn't a point. It reeked of pretentiousness.

    Well for one you would have had to read it to know that, and secondly just because you do not value the strengths of the sloop does not diminish it's importance or ability in gameplay.

    The point was pretty clear to me, but I'll simplify it because perhaps I'm reading things into it that I'm not articulating.

    I am of the opinion that the sloop does the job it was created for, and balanced for, perfectly. That it is not meant to go toe to toe with a galley, but escape one with out much effort if manned by an observant crew.

    Here is a quick breakdown of what I personally do when engaged by a galley as a sloop. Set wheel, set rigging, patch and bail then repeat as needed until I have broken contact. Then it's mearly finding at outpost that is either upwind or enough island's and rocks to weave through to lose the galley. At the very least the rocks allow you to get distance on the enemy, letting you sail to a outpost to either dock at or drive by turn in and use the mermaid then do it again.

  • @gordon-sevencav You could shorten that even further.
    Waaaaa people don't play the game I do so they are dumb dumb heads and any issues they have are dumb too waaaaaaa!
    There fixed it for you man.

  • @gordon-sevencav said in The few things they NEED to change the most:

    @wavey-sauce-585 said in The few things they NEED to change the most:

    @crash4654 said in The few things they NEED to change the most:

    @wavey-sauce-585 situational awareness. Observation. You need, absolutely NEED, to keep an eye open all around you at all times.

    Whether I'm solo or a full crew of 4 we are all always looking around all at the same time.

    right but to the guys who play solo (which I dont) it is impossible to do all that looking at once. thats the only reason I said solos should only be on with other sloops

    Many of the voices you hear against this, myself included, are solo sloopers. If we didn't want the challenge was jump in a pug.

    a challenge is one thing impossible is another.... if a solo sloop is on an island mid quest there is a 0% chance to win or even save your ship if a 3 man galleon gets the jump

  • I feel like everyone here is ignoring the fact that when making pvp game-balancing hypothesis you have to consider an equal skill level from both sides. That said, I can't tell whether gallion is objectively better than sloop, what I can tell is: a gallion with 3 people (minimum required) against a sloop with 1 person (minimum possible) has the upper-hand. At even skill, the sloop must have more favourable odds to escape, more to win. That's why I think introducing a 3rd ship type would at least break the disparity: make a 1 man only boat or a 2-3 men ship, keeping the gallion as a 3-4. That would introduce a new "balance", giving at least a choice to people on what they wanna play, like this it's either "you are one or two, get the sloop, you are three or four, get the gallion". It's obvious it will be unbalanced, you can't balance two things that have such a big gap between their mechanics, players needed included.

  • @wavey-sauce-585 said in The few things they NEED to change the most:

    @gordon-sevencav said in The few things they NEED to change the most:

    @wavey-sauce-585 said in The few things they NEED to change the most:

    @crash4654 said in The few things they NEED to change the most:

    @wavey-sauce-585 situational awareness. Observation. You need, absolutely NEED, to keep an eye open all around you at all times.

    Whether I'm solo or a full crew of 4 we are all always looking around all at the same time.

    right but to the guys who play solo (which I dont) it is impossible to do all that looking at once. thats the only reason I said solos should only be on with other sloops

    Many of the voices you hear against this, myself included, are solo sloopers. If we didn't want the challenge was jump in a pug.

    a challenge is one thing impossible is another.... if a solo sloop is on an island mid quest there is a 0% chance to win or even save your ship if a 3 man galleon gets the jump

    To have a Galleon completely get the jump on you while docked at an island is due to lack of keeping an eye out and being aware. As a solo player, you knowingly take on the risk of not having another player there to be your lookout. That means you know that you will be required to do the job of two players to run the ship designed to run most efficiently with two players.

    The key to playing solo is to never rush things. Always be on the defensive. When you stop at an island, make sure to park somewhere not easily viewable of possible. If you are searching for treasure or hunting skeletons, dont forget to occasionally search the seas to see if anyone is approaching. The distance that any ship can be spotted is more than enough time to escape on a Sloop.

    This game is intended to be played with other people. To create special servers for people that want to simply play solo would eliminate the exhilaration and threat that comes from sailing the seas. Being a pirate, especially solo, was never going to be easy. If you want to reap the rewards you need to adapt and conquer the challenge.

  • @mcstabbypants said in The few things they NEED to change the most:

    @gordon-sevencav You could shorten that even further.
    Waaaaa people don't play the game I do so they are dumb dumb heads and any issues they have are dumb too waaaaaaa!
    There fixed it for you man.

    Except I wasn't crying that anything was wrong. You guys were. I was simply pointing out the strength of the Sloop that you were under appreciating and you didn't like hearing that apparently.

  • @wavey-sauce-585 said in The few things they NEED to change the most:

    @gordon-sevencav said in The few things they NEED to change the most:

    @wavey-sauce-585 said in The few things they NEED to change the most:

    @crash4654 said in The few things they NEED to change the most:

    @wavey-sauce-585 situational awareness. Observation. You need, absolutely NEED, to keep an eye open all around you at all times.

    Whether I'm solo or a full crew of 4 we are all always looking around all at the same time.

    right but to the guys who play solo (which I dont) it is impossible to do all that looking at once. thats the only reason I said solos should only be on with other sloops

    Many of the voices you hear against this, myself included, are solo sloopers. If we didn't want the challenge was jump in a pug.

    a challenge is one thing impossible is another.... if a solo sloop is on an island mid quest there is a 0% chance to win or even save your ship if a 3 man galleon gets the jump

    You are correct. In that very specific situation the Sloop is doomed. The exact same situation can be said with 2 galleons. If a galleons crew is on the shore and another Galleon rolls up on it and lights it up there is very little to no chance they're going to save that vessel. And the exact same thing can be said that if a Sloop rolls up on a unattended Sloop, the unattended swoop is likely going to the bottom of the ocean.

  • @westworld2106 thank goodness, another sensible person. I'd hate to see what these kids would think if they tried games like Eve. Seems a common theme across the forums that if they didn't win, it's unbalanced and unfair. It concerns me greatly that rare May listen to the squeaky wheel, instead of what is good for the game community as a whole.

  • But again as far as weapons. they seriously need more. maybe another melee like an axe. or again its stupid how if you sneak behind someone with the pistol 1 inch away and head shot its no death. head shots from the sniper and pistol needs to be kills......especially the sniper if you snipe them a good bit away from your boat..... never seen a game where a sniper needs 2 shots to kill like that

    and again as far as upgrades it is so damn stupid how there are no upgrades for things that wont even give a PvP advantage.... like why not have an expensive shovel that will shovel up treasure in just one dig? why not have an advanced telescope that can see a little bit further? why no advanced compass that can maybe make a small mini map on an island where it shows where your crew is? They can even make all those super expensive.... that way people would actually work to get them instead of working hard just to get a gold compass that nobody else would ever see or notice!

    But the one thing I really really REALLY dont get (I am hoping some more come) is if they are making everything cosmetic, WHY NOT HAVE MORE DESIGN CHOICES for things like the sails and ship colors? They should have at least 30-45 more choices for things like the ship logo. That way you dont see 80% of crews with money have the skull and cross bone flag with the red and black ship. Like never would have guessed where everything is cosmetic that there would be so few choices on what you can pick. That said I am pretty certain that is at least something they will add to give more variety.....or even make it where you can name your ship and have the ships name written on the sides of it with the color of your choice type thing

  • @gordon-sevencav said in The few things they NEED to change the most:

    @wavey-sauce-585 said in The few things they NEED to change the most:

    @gordon-sevencav said in The few things they NEED to change the most:

    @wavey-sauce-585 said in The few things they NEED to change the most:

    @crash4654 said in The few things they NEED to change the most:

    @wavey-sauce-585 situational awareness. Observation. You need, absolutely NEED, to keep an eye open all around you at all times.

    Whether I'm solo or a full crew of 4 we are all always looking around all at the same time.

    right but to the guys who play solo (which I dont) it is impossible to do all that looking at once. thats the only reason I said solos should only be on with other sloops

    Many of the voices you hear against this, myself included, are solo sloopers. If we didn't want the challenge was jump in a pug.

    a challenge is one thing impossible is another.... if a solo sloop is on an island mid quest there is a 0% chance to win or even save your ship if a 3 man galleon gets the jump

    You are correct. In that very specific situation the Sloop is doomed. The exact same situation can be said with 2 galleons. If a galleons crew is on the shore and another Galleon rolls up on it and lights it up there is very little to no chance they're going to save that vessel. And the exact same thing can be said that if a Sloop rolls up on a unattended Sloop, the unattended swoop is likely going to the bottom of the ocean.

    Not that true. Many times with a 4 man galleon (I do it and I have seen many others) at least 1 person will be on watch duty. and even if that happens you still have 4 players that can change things. 2 repairing and then 2 trying to kill the other crew... at least you have a CHANCE even if its not a great one, it is still more then a 0% chance that a 1 man sloop has

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