Skull Forts ONLY in Devils Roar

  • I'm glad we are using this fort, it's cool and I've never actually done a fort there til yesterday. Unfortunately, it's extremely out of the way. And quite a trip back to reapers. Makes it harder to find players quickly. Takes more time to realize it's just you and someone tucking randomly at a fort or outpost with no ship on an empty server.

    Making the map bigger without increasing the amount of players/boats is part of the problem with devils roar. It's nice to have more variety but at this point the only content for me is interacting with other players. After all this is basically the only game that you can sail up to other people and talk or fight them.

    Maybe arena just needs to be made more about fun and less about digging chests. I joined I gally arena where everyone was only fighting on 1 island, no touching boats. Last night we played team deathmatch on golden sands. Team deathmatch thieves haven would be pretty sweet. Arena really doesnt need to be complex.

    Obviously everyone wants more players per lobby, per ship. But if they could just change limits I'm sure they would.

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  • @piratehanzomain

    Molten Sands Fortress is indeed a bit out of the way, but it was a late addition to the Roar. Rearranging half of the region for one island was probably considered a bit much. It is somewhat annoying that the Reaper's Hideout is the second furthest of the uncharted 3 from it, I suppose, but it does mean more time sailing for other experiences, be they with your crew or with other things. Of course, you could always hold the treasure for longer, if you really don't want to sail that far so many times.

    Making the map bigger does change the experience somewhat. However, rather than add more ships, Rare wants to add more systems to draw players together, like server-wide cloud events or the Reaper's Chests. Ships are heavily taxing, after all - a massive physics object bouncing across an entire simulated ocean, smoothly moving alongside it a huge model and hundreds of interactable and moving parts, as well as a dynamic decal system for damage. The servers currently can't handle running even more of them. Rare tried for quite some time to get the right number of encounters to how long you play for, and they settled on 6. Now, their goal is to bring players together as the other events and tasks bring them apart. The current single-stronghold system and the concept of the Reaper's Hideout are both meant to draw players together, as they are hotspots for substantial hauls of treasure and quite complex areas with many hiding spots and bits of cover.

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