kraken rework

  • I would love to see the Kraken better event, not just something people end up completing fairly quickly. This would cause a whirlpool and you would have to take out tentacles of the same as now but rather than that black inky ocean the spinning water would hold you in requiring more helm work to maintain a cannon angle. However some obvious problems are that there would be a change to water levels and how that might cause some desync like seen in Hourglass a while back but I feel this would be a great improvement to the Kraken as it becomes a more formidable foe, and more cinematic.

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  • @hurtwillcam10 no thank you. The kraken is not a voluntairy event. Imagine you trying to sell your loot because you have to leave in a couple of minutes (no matter what the reason is) and then are forced into an event that takes a long time... People are already getting frustrated now by the kraken because it waists their time, just imagine how much worse it will be if it takes up way more of your time...

    Also: the new world event can only spawn after the kraken is defeated. Imagine everybody have to wait a long while because the kraken takes up so long....

    This would only be infuriating for everybody, so no thank you. Leave the kraken as something you can complete fairly quickly, as intended.

  • it would be okay if it was a 'hunt voyage' you could start with the hunters call...

  • I like an event where we sail past the map line (similar to hungering deep) and battle the thing. It be bigger and harsh and during a phase, its face appears.

  • @super87ghost a dit dans kraken rework :

    @hurtwillcam10 no thank you. The kraken is not a voluntairy event. Imagine you trying to sell your loot because you have to leave in a couple of minutes (no matter what the reason is) and then are forced into an event that takes a long time... People are already getting frustrated now by the kraken because it waists their time, just imagine how much worse it will be if it takes up way more of your time...

    Also: the new world event can only spawn after the kraken is defeated. Imagine everybody have to wait a long while because the kraken takes up so long....

    This would only be infuriating for everybody, so no thank you. Leave the kraken as something you can complete fairly quickly, as intended.

    We're talking about the Kraken... A Legendary creature which is known for countless ships destroyed... It's not just a random octopus

    The Kraken should be way more difficult, it only takes 6 cannon balls with a Sloop to win the fight, it's easier than a random skeleton...

    It needs to be more agressive, with some new attacks that could cause to break the mast if not prevented by the player, and after defeating 2 tentacles, it should grab the ship and pull it to its mouth where you'll need to shoot until it release you.

    Also, the way it looks is not logical at all, it looks like it's bigger than an entire island while all 8 tentacles shouldn't be this far, but anyway.

  • After leaving the shores of gold I had a meg the kraken and skeleton sloop spawn all at the same time, now that was fun.

    Right now the big problem with the kraken in my opinion is that it's a world event with the rewards of an emergent one.

    It takes a World Event slot while not being more rewarding than defeating a meg, honestly it's outdated and should either be moved to the emergent events or increase it's payout, difficulty and visibility.

    Maybe make it a kraken infestation and every boat gets attacked at the same time if several boats are close by it would spawn a stronger version based on both boats and every boat would either have to leave their respective kraken or defeat it so the next event could start.

    As it is right now it's a dice roll on the boats that are traveling around so some might not even know the event is rolling while whoever is on the event is getting annoyed about it.

  • @eastthread51441 said in kraken rework:

    Absolutely the kraken and megalodon could both use some tlc to make them more challenging and more rewarding.

    Only making sloop crews destroy two tentacles before the kraken flees is absolutely pathetic.

    The kraken should be a multi-stage battle with the head of the beast appearing during the final stage.

    It needs a few new attacks and much greater rewards for defeating it. The loot should spawn in one location not all over the place.

    For me the megalodon is fine as it is since it's at the same level as a skeleton ship and is an emergent event that can happen while a world event is going on, problem is the kraken that is a world event that feels like an emergent one, basically Kraken is the "no-world event" event because only a random ship can participate in it and it doesn't reward anything close to another world event.

  • @eastthread51441 the megalodon is an optional emergent event which is why it keeps spawning and despawning cause if you get too close to an island it can't attack you without clipping through the island on the sides.
    While it's fine for the skeleton ship to beach itself or go over islands like a player sloop or galleon, the Meg would be immersion breaking if it just clipped through rocks or islands and devs decided to add a ton of rocks to make sailing more engaging instead of a simple set course and fish.

  • @eastthread51441 said in kraken rework:

    @astralenigma said in kraken rework:

    @eastthread51441 the megalodon is an optional emergent event which is why it keeps spawning and despawning cause if you get too close to an island it can't attack you without clipping through the island on the sides.
    While it's fine for the skeleton ship to beach itself or go over islands like a player sloop or galleon, the Meg would be immersion breaking if it just clipped through rocks or islands and devs decided to add a ton of rocks to make sailing more engaging instead of a simple set course and fish.

    Skeleton ships are also an emergent event and they do not cycle through spawning and despawning.

    So improve the meg’s pathing so it doesn’t break immersion?

    Have you seen any other games with actually well designed and challenging PvE?

    If other developers can do it Rare can too.

    As I said islands are what creates the cycle of spawning and despawning and that's based on how long you take to get out of the island, as most of the time, if it doesn't despawn it will just reaggro.
    Problem is if it doesn't despawn when you get close to the island it will either attack in such a way it would have to clip through the island or beach itself or it would be in cannon range unable to attack the boat making it easy to farm.
    Believe it or not the despawn cycle is the best option and the problem isn't the meg script but the map, as it would have too many edge cases to prevent an immersion breaking situation and sometimes it spawns when you're really close to an island and you would lose it because you would already be on an island.
    Also skeleton ships tend to ignore your ship if you're parked on an island.

    Also, what other big map multiplayer game do you know with good AI pathing to be comparing it to?

  • @eastthread51441 said in kraken rework:

    @astralenigma said in kraken rework:

    @eastthread51441 said in kraken rework:

    @astralenigma said in kraken rework:

    @eastthread51441 the megalodon is an optional emergent event which is why it keeps spawning and despawning cause if you get too close to an island it can't attack you without clipping through the island on the sides.
    While it's fine for the skeleton ship to beach itself or go over islands like a player sloop or galleon, the Meg would be immersion breaking if it just clipped through rocks or islands and devs decided to add a ton of rocks to make sailing more engaging instead of a simple set course and fish.

    Skeleton ships are also an emergent event and they do not cycle through spawning and despawning.

    So improve the meg’s pathing so it doesn’t break immersion?

    Have you seen any other games with actually well designed and challenging PvE?

    If other developers can do it Rare can too.

    As I said islands are what creates the cycle of spawning and despawning and that's based on how long you take to get out of the island, as most of the time, if it doesn't despawn it will just reaggro.
    Problem is if it doesn't despawn when you get close to the island it will either attack in such a way it would have to clip through the island or beach itself or it would be in cannon range unable to attack the boat making it easy to farm.
    Believe it or not the despawn cycle is the best option and the problem isn't the meg script but the map, as it would have too many edge cases to prevent an immersion breaking situation and sometimes it spawns when you're really close to an island and you would lose it because you would already be on an island.
    Also skeleton ships tend to ignore your ship if you're parked on an island.

    Also, what other big map multiplayer game do you know with good AI pathing to be comparing it to?

    You cannot convince me that it is impossible to improve the pathing so that a giant shark doesn’t clip through islands or rocks but instead avoids intersecting with them.

    It really doesn’t seem like it would be that difficult to do.

    For me the cycle of spawning and despawning is immersion breaking and annoying and a symptom of a really crudely designed emergent event.

    Skeleton ship AI is also very crude but at least they aren’t as bad as megs.

    Draw me a decent pathing where the meg can attack a ship inside of Smugglers Bay or Crook's Hollow without intersecting with the islands.
    The problem isn't the AI can't find a path due to lack of decent scripting the AI can't find a path due to a lack of path and is easier to just code if the ship is on top of an island model deaggro and despawn the Meg.
    Also more complex scripts create a bigger load on servers and I don't know about you but my games haven't been that stable.
    And most games with complex AI are either single player or instanced.
    I seriously can't remember a big open multiplayer map game with an AI more complex than run towards the player until it's in attack range of the player and isn't blocked by the environment and attack him.

    Also, if it seems that simple to do why not write such a script and sell it to Rare?
    From what I know they are using a version of the unreal engine so you could probably grab it for free from the epic store and try it yourself with prototypes.

    Also, here's the question what should happen when the Meg's script can't detect a path?

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