Unachored ship exploit

  • @Trenix90 This is not a bug or a flaw in the game, If your sails are up you can't catch wind and move, so if you stop then raise the sail you shouldn't move at all. This is intentional and makes alot of sense.

  • @mostlyjustokay said in Unachored ship exploit:

    @trenix90 Nope, don't think that. As I said, I play primarily PvP.

    If you think that rolling up and sinking anchored ships with nobody on them is PvP, then more power to you - but I'm not in favor of making that easier on you.

    You're already at a massive advantage if you spot a ship not moving near an island. You don't need their anchor to be down - it just means you're not as likely to sink them sitting still. From a gameplay perspective it's about as fair and balanced as possible.

    So it's not fair for PvP players to pick off PvE who refuse to have a lookout, which would give them more than enough time to react if there were an incoming ship. But it's completely fair for PvE players to exploit a broken mechanic which allows them to take off the moment they see a ship in proximity? Tell me more about this balance you speak of. Seems like whatever hinders PvP players from PvPing, is always fair game. I see no balance from that. I would think it would be logical to say that if you fail to cooperate with your team and ignore your ship while on an island, then what happens to your loot and your ship, is your own fault.

    Again, I never had this happen to me. But, I've done this when I was PvEing and found it extremely unfair. This is why I'm here revealing the issue and hoping it gets fixed. Yes, even I want to be personally at a disadvantage if I'm getting loot and refused to have a lookout.

  • @trenix90 said in Unachored ship exploit:

    @mad-jack-ketch said in Unachored ship exploit:

    It's how ships act on the water dude.... With the sails up, there is no sail to start pushing the ship. So there for the wind can't really push the ship.

    Now this is complete nonsense. Waves would beach your ship.

    Actually wind on the sail area of the hull and ocean currents would move the ship more than just waves but ok.

  • @jack-straw207 said in Unachored ship exploit:

    @trenix90 said in Unachored ship exploit:

    @mad-jack-ketch said in Unachored ship exploit:

    It's how ships act on the water dude.... With the sails up, there is no sail to start pushing the ship. So there for the wind can't really push the ship.

    Now this is complete nonsense. Waves would beach your ship.

    Actually wind on the sail area of the hull and ocean currents would move the ship more than just waves but ok.

    I'm sure that will contribute, but generally I've seen ships and boats move toward the beach more than anything unless you're in a riptide.

  • @trenix90 It's perfectly balanced. A skilled crew can sneak up on a docked, unanchored ship and "pick them off" relatively easily. A scrub crew sailing directly at a docked, unanchored ship will have issues being able to do that because the ship doesn't have to anchor. That's what balance means.

    If you think it's "balance" to require every crew to apportion at least a quarter of their resources to a passive lookout role in order to avoid certain and complete loss then all I can say is that I am super glad you're not in game design.

  • Can we also fix the jump exploit. While in pvp i like to jump around. It makes it harder for the other player to hit me. That's not really fair to the players who want to kill me and not to mention its unrealistic. I mean in real life if someone pulled a gun on me I wouldn't be jumping around like a madman.

  • @mostlyjustokay said in Unachored ship exploit:

    @trenix90 It's perfectly balanced. A skilled crew can sneak up on a docked, unanchored ship and "pick them off" relatively easily. A scrub crew sailing directly at a docked, unanchored ship will have issues being able to do that because the ship doesn't have to anchor. That's what balance means.

    If you think it's "balance" to require every crew to apportion at least a quarter of their resources to a passive lookout role in order to avoid certain and complete loss then all I can say is that I am super glad you're not in game design.

    A skilled crew would be able to lift an anchor way before a ship gets near. Sneaking up on ships? What? If someone sneaks up on someone's ship, the whole crew is either AFK or completely incapable of playing a video game.

  • @trenix90 It's good the way it is. The draw back is someone can hop on, drop sails, and take your ship or ram it into the island real quick.

    Also, exploit in terms of video games is different than the dictionary definition you linked and that is why people are hung up on it.

  • What blows my mind is how out of touch this OP Is with reality and what the word Exploit means...

  • I can't believe we have 9 pages of back and forth that amount to nothing more than Trenix90 complaining about being completely inept at PvP.

  • @trenix90

    Are you still on about this? Seriously? You realize this isnt an exploit, its part of the game mechanics? Calling this an exploit is like calling dredging anchor or firing yourself from the cannon an exploit.. Just because you THINK something is a certain way, doesnt MAKE it that way.

  • @zalm said in Unachored ship exploit:

    @trenix90

    Are you still on about this? Seriously? You realize this isnt an exploit, its part of the game mechanics? Calling this an exploit is like calling dredging anchor or firing yourself from the cannon an exploit.. Just because you THINK something is a certain way, doesnt MAKE it that way.

    You know what is even a bigger exploit... eating a banana while drowning to prevent drowning...

  • @a-huge-surprise nothing has been getting through. It’s just the same argument over and over. I believe we are right that it was left in intentionally but some people just can’t take a hint and stop complaining.

  • @baronstinkbeard said in Unachored ship exploit:

    @zalm said in Unachored ship exploit:

    @trenix90

    Are you still on about this? Seriously? You realize this isnt an exploit, its part of the game mechanics? Calling this an exploit is like calling dredging anchor or firing yourself from the cannon an exploit.. Just because you THINK something is a certain way, doesnt MAKE it that way.

    You know what is even a bigger exploit... eating a banana while drowning to prevent drowning...

    Dont even get me started on the whole bananas things. I mean, healing from gun shot wounds, snake venom, sword cuts, broken legs, drowning? Since when are they good for anything other than staving off hunger and preventing scurvy?

  • @trenix90 Whatever substance you are on, share please

  • @trenix90 said in Unachored ship exploit:

    @mostlyjustokay said in Unachored ship exploit:

    @trenix90 It's perfectly balanced. A skilled crew can sneak up on a docked, unanchored ship and "pick them off" relatively easily. A scrub crew sailing directly at a docked, unanchored ship will have issues being able to do that because the ship doesn't have to anchor. That's what balance means.

    If you think it's "balance" to require every crew to apportion at least a quarter of their resources to a passive lookout role in order to avoid certain and complete loss then all I can say is that I am super glad you're not in game design.

    A skilled crew would be able to lift an anchor way before a ship gets near. Sneaking up on ships? What? If someone sneaks up on someone's ship, the whole crew is either AFK or completely incapable of playing a video game.

    Yes, a skilled crew would be able to lift the anchor. My point is, from a balance perspective, they already have the disadvantage of being stopped and otherwise occupied on an island. The attacking ship has the disadvantage of distance. Those two things are relatively well balanced. Adding a further disadvantage to the defending ship by requiring a 10 - 30 second button press before they're allowed to move at all slants the playing field ridiculously in favor of the attacker.

    I have not had any issues with ships being able to get away too easily when I am marauding. If I blow my approach and someone slips off, that's on me - and I'm not going to get a fight every time, sometimes the winds don't favor me.

    If people had to drop their anchor it would be way too easy to cheese sink too many people, too often. The game does not need that.

  • @zalm They have never prevented scurvy...

    That is citrus...

  • @lastcall4lunch well you could try to jump around like a madman odds are though you’d still get shot lol.

  • @baronstinkbeard said in Unachored ship exploit:

    @zalm They have never prevented scurvy...

    That is citrus...

    Listen, dont you start talking about realism and fruit here. This is about naners and their magical capacity to extend life and heal wounds!

  • @zalm said in Unachored ship exploit:

    @baronstinkbeard said in Unachored ship exploit:

    @zalm They have never prevented scurvy...

    That is citrus...

    Listen, dont you start talking about realism and fruit here. This is about naners and their magical capacity to extend life and heal wounds!

    Right?! cause rational, logical, FACTUAL, thoughts don't belong in a post whining about an non-existent anchor exploit.

  • @trenix90 Currents my friend currents! waves in open ocean only bob you up and down with very little movement along an horizontal axis, its the winds and currents that move you. Often faster than any athlete could swim!!

  • I get the frustation of people seeing negative posts on this board and the calls of exploits, but really, a lot of these replies were better left unsaid. Many of you are attacking a person instead of having a conversation about it.

    I feel bad for deckhands trying to mop this up.

    So back to the topic I have not used anchors for quite a while, only when need to stop completely.
    Having no anchor down does allow for quick get aways or turning and I am constantly raising anchor after crewmates drop it.

    Could this be improved? Yes.
    But that is not how this thread has turned, so let's get on point and discuss it.

    Wind could push ships even with sails furled. Instead of adding a complex tide of pushing/pulling, IMO it would be easy to make ships slightly move being pushed the direction of the wind. The only way to stop this is to anchor.

    Anchoring at high speed should cause ship damage. Storms and the edge of the seas already does this. Perhaps based on speed is how many holes are created.

    Turning with furled sails should not be happening, but is a.. gift.. to players to allow docking and getting unstuck from terrain. Without the ship going into reverse when turned fully, more ships would have to get scuttled to free them. Perhaps this is for later, when more people are used to sailing, or perhaps only on the "new" ships people are asking for.

    Lifting anchor just a little should allow you to move/turn.

    I don't mind it as it is, but it could be improved for realism.

  • @mubhcaeb78 said in Unachored ship exploit:

    I get the frustation of people seeing negative posts on this board and the calls of exploits, but really, a lot of these replies were better left unsaid. Many of you are attacking a person instead of having a conversation about it.

    I feel bad for deckhands trying to mop this up.

    So back to the topic I have not used anchors for quite a while, only when need to stop completely.
    Having no anchor down does allow for quick get aways or turning and I am constantly raising anchor after crewmates drop it.

    Could this be improved? Yes.
    But that is not how this thread has turned, so let's get on point and discuss it.

    Wind could push ships even with sails furled. Instead of adding a complex tide of pushing/pulling, IMO it would be easy to make ships slightly move being pushed the direction of the wind. The only way to stop this is to anchor.

    Anchoring at high speed should cause ship damage. Storms and the edge of the seas already does this. Perhaps based on speed is how many holes are created.

    Turning with furled sails should not be happening, but is a.. gift.. to players to allow docking and getting unstuck from terrain. Without the ship going into reverse when turned fully, more ships would have to get scuttled to free them. Perhaps this is for later, when more people are used to sailing, or perhaps only on the "new" ships people are asking for.

    Lifting anchor just a little should allow you to move/turn.

    I don't mind it as it is, but it could be improved for realism.

    No they need to be said. People are babied to much now a days. And this OP is literally complaining about a non-issue. It is not an exploit. And this OP is not even correct on his issue, he thinks that ships don't move when they have stopped and the anchor comes up. That is just not factual or true.

    AND THEN The op goes and says that none of us know what we are talking about and have said that he does not think anyone lives near an ocean or seen a sail boat. Seriously ignorant and a little childish. And he does not even use the word Exploit correctly. HE EVEN LINKS THE DICTIONARY for it and still is wrong.

    As the good book says remove the plank out your own eye before removing the speck in your brothers... Maybe instead of being judgmental of everyone, take a critical look at the OP's comments and see how wrong he actually is.

    And turning with furled sails can totally happen. When you turn the wheel you turn the rudder. THe rudder controls the flow of water around the aft of the ship. if you turn the rudder the water will push on the rudder from a current thus moving the boat in a direction, often spinning or turning the ship because force is being applied to the aft of a ship but not the fore. Therefore turning with furled sails can happen but it would happen slowly.

  • @mubhcaeb78 You always have to strike a balance between realism and playability. I am honestly surprised at how much coordination this game requires as far as the sailing mechanics - it seems roughly at the balance between realism and playability that you would want.

    Changing the anchor the way the OP wants it just makes it easier for docked ships to get ganked by scrub PvP crews, which is the last thing this game needs from a gameplay perspective.

  • come to check out the forums on Monday and I find this stupid thread.

    this isn't sailing simulator!

    How does any one NOT KNOW to do this when they park at island is beyond me. I learned to do this in the first few hours of the game.

    this claim of exploit is pure stupidity.

    next topic: it is an exploit that you can survive underwater longer by eating bananas. OMG DEVS FIX THIS. :'-(

    wait a sec...is this some sort of April Trolls day joke?

  • @mubhcaeb78 said in Unachored ship exploit:

    I get the frustation of people seeing negative posts on this board and the calls of exploits, but really, a lot of these replies were better left unsaid. Many of you are attacking a person instead of having a conversation about it.

    I feel bad for deckhands trying to mop this up.

    This is an example of mob rule and why the moderators should stop locking threads and start punishing people who are the problem. This is why I also don't like forums so much but it appears the only real way to speak to developers. Forums should not be a democracy. I'm fine with criticism, but the insults and derailing need to have severe punishments.

    So back to the topic I have not used anchors for quite a while, only when need to stop completely.
    Having no anchor down does allow for quick get aways or turning and I am constantly raising anchor after crewmates drop it.

    Could this be improved? Yes.
    But that is not how this thread has turned, so let's get on point and discuss it.

    Wind could push ships even with sails furled. Instead of adding a complex tide of pushing/pulling, IMO it would be easy to make ships slightly move being pushed the direction of the wind. The only way to stop this is to anchor.

    I can agree with this.

    Anchoring at high speed should cause ship damage. Storms and the edge of the seas already does this. Perhaps based on speed is how many holes are created.

    I disagree with this. Anchoring with high speeds adds depth and skill. It's definitely not realistic, but worth having and keeping in my opinion because of the extra cooperation that it requires from your team. As for storms doing damage to ships, I am actually against this even though it's already in the game. We already have to bail water, I don't see why we should be repairing too.

    Turning with furled sails should not be happening, but is a.. gift.. to players to allow docking and getting unstuck from terrain. Without the ship going into reverse when turned fully, more ships would have to get scuttled to free them. Perhaps this is for later, when more people are used to sailing, or perhaps only on the "new" ships people are asking for.

    Maybe make it so you can still turn when anchored, but not move.

    Lifting anchor just a little should allow you to move/turn.

    Agreed for fairness.

  • @mostlyjustokay said in Unachored ship exploit:

    @mubhcaeb78 You always have to strike a balance between realism and playability.

    This precisly. Too much realism starts to detract from the enjoyment of the game, while too little makes us unable to think about physics and intuitive design.

    We have a fine balance between realism and gaming. I mean, sailing faster with proper sail aligment, cannonballs needing to be led and have heavy fall, storms fighting the wheel and rough seas damaging the ship. We also have high speed dredging, firing oneself from the cannons, repairing damage with a simple plank of wood and little-no movement on calm waters without an anchor.

    Balance.

  • @trenix90 said in Unachored ship exploit:

    @johnny-boy-zee said in Unachored ship exploit:

    So this anchor behavior is not ok but anchor turns are?
    There was a reason that "anchor turns" weren't used in the real world, mainly that you would either lose your anchor or rip out the bottom of your boat.
    The fantasy world that we are playing in has it's own rules. Embracing them is not the same thing as exploiting them.

    Argument was never about realism. I enjoy anchor turns, it adds depth and skill.

    are there such thing as [mod edited] pirates? cuz i think [mod edited] qualifies as one. Or maybe a Millenial Pirate is a thing. The guy supports shooting people out of cannons, supports anchor turn 180s, but god forbid if someone can spin there boat with sail/anchor up, cuz the worlds gonna end if this continues.

  • @zalm I will say that to combat the problem of having to fight off respawns I think your ship should automatically slowly start resupplying itself if it is anchored.

    Then there'd be a benefit to anchoring as a tradeoff to the massive mobility disadvantage and you'd have to make a choice.

  • @trenix90 dang you’re so right, nothing grinds my gears more than players raising sails to be prepared for fights! And don’t even get me started on those who shut their lanterns off at night, pshh that’s basically invisible mode I mean come on Rare fix your game!🙃

  • @zalm Yet, would it detract from the game to make the anchor "useful" for more than just 180s at full speed? To keep the vessel where it is? We aren't talking tide management and circumference of drift as a result.

    Is everyone's idea of an anchor just an e brake?

    One of the first things I thought was cool about SoT was that raising the galleon anchor was so slow and having the crew join in made it much faster, that was neat.. and now, it's used maybe once every few hours.

  • @mostlyjustokay

    It would be interesting, and not sure how well recieved it would be, but personally, I would stick with the current system, even if its an option. Worse yet, players would dock while at port, full supply then not anchor anyway...

  • @elite-assasin87 yeah how dare they find ways to be ready quicker or make themselves harder to see oh the horror lol :O

  • @elite-assasin87 said in Unachored ship exploit:

    @trenix90 dang you’re so right, nothing grinds my gears more than players raising sails to be prepared for fights! And don’t even get me started on those who shut their lanterns off at night, pshh that’s basically invisible mode I mean come on Rare fix your game!🙃

    They're not prepared, they're exploiting a feature I don't believe was intentional. Also to be honest, the lantern concept is pointless. I can't even remember a time I intentionally put them on for any reason. Majority of players have them off at all times, the only thing I can think of is intentionally having them on to instigate. But in reality all it will do is show players that you're coming and will most likely you avoid you anyway. So therefore that was a pretty bad attempt at trolling.

  • @zalm Sure I'm just thinking about those who are stuck at skull forts with people just ramming respawned ships into them over and over that eventually lose a battle of attrition that's stacked against them - even though they're winning the actual fights.

    Plus it would be nice to give the anchor some meaning other than the e-brake mentioned above. Yes, you can stop at the outpost and resupply without anchor, or take a riskier move and anchor out at the island you're adventuring on, etc.

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