I thought I watched the release notes pretty closely but seem to have missed the note about drastically reducing the respawn distance for sunken ships. I can understand this boosts the competition over the siren skull, but also lends itself to harassment in other situations. While out on other quests (veil in my case), this respawn distance change has made an even that would take 10-15 minutes drag out for more than an hour having to sink and resink very persistent pirates. Just curious was this change intentional? If so, why?
Respawn Distance
@brnoutslider same here. Doing FotD, when the same ship kept coming back over and over with starter supplies. They'd use what they had against us, so when we'd sink them, there was nothing to collect. They'd respawn 1 island over, and come back again. Took us forever to keep having to stop and sink them.
For the siren skull voyage, we noticed that a common tactic was to scuttle, since you respawn really really close to the final objective. No point in the skull slowing ships down when others can spawn there WAY before you can. With the slow effect active, it gives your opponent time to sail 1 island over and get ready for you. Being on a galleon, against wind, felt like it took forever too.
頁數 2/3
