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Patch 14: Part 3 experimental patch increasing realism in ship behavior

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Santa Cecilia feels now wild and untamed with the new heel coming from sails. Adds extra adrenaline while using it besides just using it. Sadly the stats of ship HP/thickness or sails HP didn't change yet, but there are not many owners out there really.

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8-12 degrees heel with -10% max roll angle from skill books.

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50 minutes ago, Liq said:

I feel like something else changed, leeway effect seemed much more intense today, or maybe thats just because I played after a few glasses of wine O.o 

I also noticed this (or think i did)

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I have noticed that leeway is still very much in effect during boarding. On multiple occasions today, I have witnessed ships keep moving after the boarding screen has appeared. Thankfully, none of these occasions resulted in a disengagement, but a few were very close. 

If I am understanding boarding correctly, shouldn't the ships be hooked together and very hard to pull apart?

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On 12/28/2017 at 4:27 PM, admin said:

speedometer does not know if it is sideforce or not 
so if your forward speed changes from -0.1 to +0.1 but you also have side force of 2 at the same time speedometer will show a change of -2.1 to 2.1 because the center mass moves both forward and to the side (0.2 forwards and 2 to the side)

so its not weird, it shows true speed of the center mass compared to its old position. Of course proper way is to then have 2 speedometers like on planes. But honestly the speed indicator should be removed for realism (real age of sail captains could only judge speed approximately and rely on visual clues, like rope with knots)

 

ps beached is a realistic but brutal outcome of leeway. Some captains will see it sooner than later. If you have a strong leeway ship and wind blows towards land in instance - you are a goner.

rip port battles with wind blowing into the shore. I think that the old port battles with towers combined with cap zones may be needed. we will see though with further testing. 

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1 hour ago, Banished Privateer said:

8-12 degrees heel with -10% max roll angle from skill books.

<Hectically fanning myself>

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5 hours ago, OneEyedSnake said:

rip port battles with wind blowing into the shore. I think that the old port battles with towers combined with cap zones may be needed. we will see though with further testing. 

Bring smaller ships, bring mortar brigs. Have fun shooting at the guys that get beached.  Times of bringing the biggest baddest ship are over with, not to mention with the BR you don't have to stuff a bunch of 1st rates into a port battle any more you can bring other things.   Control the wind and learn how to use it is going to be even more important in battles.

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21 minutes ago, Sir Texas Sir said:

Bring smaller ships, bring mortar brigs. Have fun shooting at the guys that get beached.  Times of bringing the biggest baddest ship are over with, not to mention with the BR you don't have to stuff a bunch of 1st rates into a port battle any more you can bring other things.   Control the wind and learn how to use it is going to be even more important in battles.

thats a good point 

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2 hours ago, OneEyedSnake said:

thats a good point 

We been eyeing a port I wanted to do a port battle in for ages just cause of it's location and even if our clan doesn't flip it I want to show up for that one even just to screen.  It's going to be an interesting fight if folks show up.   

We all ready been talking about what a nightmare ports like Willimgton would be on this system. I thin you where there when we took it from the US that one time?   That was without Leeway and some bad wind, just imagine it now?  I would bring more than one Mortar Brig for sure cause of every one that would get so beached.  

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46 minutes ago, Sir Texas Sir said:

We been eyeing a port I wanted to do a port battle in for ages just cause of it's location and even if our clan doesn't flip it I want to show up for that one even just to screen.  It's going to be an interesting fight if folks show up.   

We all ready been talking about what a nightmare ports like Willimgton would be on this system. I thin you where there when we took it from the US that one time?   That was without Leeway and some bad wind, just imagine it now?  I would bring more than one Mortar Brig for sure cause of every one that would get so beached.  

oh yes, and the port way down south, i think its santo tome de guayana. that one as well. 

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1 hour ago, Sir Texas Sir said:

We been eyeing a port I wanted to do a port battle in for ages just cause of it's location and even if our clan doesn't flip it I want to show up for that one even just to screen.  It's going to be an interesting fight if folks show up.   

We all ready been talking about what a nightmare ports like Willimgton would be on this system. I thin you where there when we took it from the US that one time?   That was without Leeway and some bad wind, just imagine it now?  I would bring more than one Mortar Brig for sure cause of every one that would get so beached.  

@Christendom and @Wraith. Isn't this expanding the tactical choices? BR, combined broadside weight, hull thickness and now wind, shore and leeway added to the considerations. I can't tell if it's all good, but it sure sounds fantastic.

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Fantastic that the wind also changes in the battles.

Will the PBs be affected in the same manner; or keep the fixed wind for a time and then slow rotation ?

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3 hours ago, jodgi said:

@Christendom and @Wraith. Isn't this expanding the tactical choices? BR, combined broadside weight, hull thickness and now wind, shore and leeway added to the considerations. I can't tell if it's all good, but it sure sounds fantastic.

Yes, but br is still the ultimate factor.

It certainly changes the discussion of what to bring, but it still boils down to "wasa is just better" in many many circumstances.

Edited by Teutonic

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13 hours ago, Powderhorn said:

I wonder... is it possible to capsize...?

I'm sure they would have notified us, so people don't throw a fit.

 

Have you noticed how the implementation of leeway (or even faster sternway) has caused certain community members to go off the deep end and launch salty forum attacks on the developers? Minor irritants that become a lightning rod for everything that disappoints them about the game. And they suddenly become tall ship experts at the same time.

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22 hours ago, Liq said:

I feel like something else changed, leeway effect seemed much more intense today, or maybe thats just because I played after a few glasses of wine O.o 

when your rudder is broken it also stays on the last trim and is not just neutral. noticed that today might be like this for longer tho

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1 hour ago, rediii said:

when your rudder is broken it also stays on the last trim and is not just neutral. noticed that today might be like this for longer tho

Yeah, it's totally brutal. And hilarious.

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21 hours ago, jodgi said:

@Christendom and @Wraith. Isn't this expanding the tactical choices? BR, combined broadside weight, hull thickness and now wind, shore and leeway added to the considerations. I can't tell if it's all good, but it sure sounds fantastic.

I dont think so at least for PB because you can time the wind when you attack the wind changes always in the same timeframe. So you calculate where the wind will be when you shoot hostillity to get it (basicly tomorrow wind is at that time the best for us so get hostillity done at time x) and when you need to arrive. Meaning the defender side will have the wind blowing into the coast making it very hard for them to do anything when they have to choose between sailing against the wind or heeling (obviously some harbours make it harder then other).

For this feature it would be better to have randomized wind and then you get tactical.

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1 hour ago, Lonar said:

I dont think so at least for PB because you can time the wind when you attack the wind changes always in the same timeframe. So you calculate where the wind will be when you shoot hostillity to get it (basicly tomorrow wind is at that time the best for us so get hostillity done at time x) and when you need to arrive. Meaning the defender side will have the wind blowing into the coast making it very hard for them to do anything when they have to choose between sailing against the wind or heeling (obviously some harbours make it harder then other).

For this feature it would be better to have randomized wind and then you get tactical.

When did they change that? Since server merge i dont play not more, but if I remember correctly the wind always started at a random direction after maintenance, meant you only can calc the wind after maintenance and therefor you were not able to choose the wind for the PB when doing the hostility missions. 

With the leeway we have right now I wouldnt dare to attack any port with too much land around. Cartagena for example might be the worst port to take right now. The enormous BR forces you to take first rates only. Idependently how the wind is going, it will always face to some land. Have fun reaching all three circles.

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Not a sailing expert here - I play the game, I more or less understand the sailing mechanics but some of the changes made are an annoyance and add nothing to the game.

Wind shifting - too fast

Leeway - it's hard to say, visually, where the ship is getting pushed, the wake is not properly shown, while you can figure out the direction by looking at the wind or manipulating your camera angle, it just looks 'weird'. Another problem is getting 'beached' - there are port battles with not much water to maneuver in. This feature seems unfinished.

Looting - while it does make you a better ship driver after a while it's just an annoyance, why not have some sort of auto-loot feature (even if it's a damn perk, gah), or why not distribute the loot amongst the group like most games do it with some sort of a lotto feature.

Sticky vessels - if you get t-boned by another vessel it's ridiculously hard to get both parties free. It's as if 2 balls of play dough collided (not even talking about damage for ramming)

Rewards in PvP are based on hull damage (perhaps crew), it could use adjustments. Also rewards for the losing side, why not reward participation and encourage further attempts.

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I agree the wind rotates too fast. I wonder if it is at the same rate as the OW.

The wake astern shows the leeway quite nicely, try at 45º and 90º and then let her fly at 175º. Quite visible the deflection angle.

I agree on the crew damage albeit the rigging damage is well also accounted for, same as hull.

Regarding looting, i will agree the old system was more comfortable but came to love the new one somehow and given its specifics of having to interact with the ship, especially for transfering crew I wonder if it will be possible in the future to have it so a trader can surrender cargo to a raider without surrendering the ship :)

The T-bone i would imagine being a "limitation" of model collision ( happens in all games :D ) but can be easily interpreted as the rigging getting dramatically entangled as per so so many accounts of battle in the age of sail. On the other hand the lack of damage to the standing rigging when such a collision happens makes it feel odd :)

 

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I have suggestion for the wind in battle, first of all I'd like to see the speed it changes slowed down quite a bit, at the moment it's almost impossible to reach your ships maxiumum speed a lot of the time because just as you approach it the wind changes again and you then lose speed trying to maintain the best angle of sail. 

I'd also like to see the turn direction randomised somewhat during the battle, I'm sure clockwise or anti-clockwise is randomly chosen at the start but I'd like there to be a chance of it switching as the battle progresses.

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12 minutes ago, Hethwill said:

I agree the wind rotates too fast. I wonder if it is at the same rate as the OW.

The wake astern shows the leeway quite nicely, try at 45º and 90º and then let her fly at 175º. Quite visible the deflection angle.

I agree on the crew damage albeit the rigging damage is well also accounted for, same as hull.

Regarding looting, i will agree the old system was more comfortable but came to love the new one somehow and given its specifics of having to interact with the ship, especially for transfering crew I wonder if it will be possible in the future to have it so a trader can surrender cargo to a raider without surrendering the ship :)

The T-bone i would imagine being a "limitation" of model collision ( happens in all games :D ) but can be easily interpreted as the rigging getting dramatically entangled as per so so many accounts of battle in the age of sail. On the other hand the lack of damage to the standing rigging when such a collision happens makes it feel odd :)

 

It seems to be faster than the open world

Edited by NethrosDefectus

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7 hours ago, Lonar said:

I dont think so at least for PB because you can time the wind when you attack the wind changes always in the same timeframe. So you calculate where the wind will be when you shoot hostillity to get it (basicly tomorrow wind is at that time the best for us so get hostillity done at time x) and when you need to arrive. Meaning the defender side will have the wind blowing into the coast making it very hard for them to do anything when they have to choose between sailing against the wind or heeling (obviously some harbours make it harder then other).

For this feature it would be better to have randomized wind and then you get tactical.

You can calculate the wind on the same day but not 1 day prior the PB as far as I know

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I'm wondering if wind change in battle instances can be made more gradual (and more realistic) in battle instances. Also more random but still within realistic sort of parameters.

Obviously these numbers are just examples. Something like every 3 minutes there is a 50% chance of change in wind direction. If yes, then 50% chance clockwise, 50% counterclockwise. If yes, there is a 85% chance the change will be 3 degrees, 10% chance it will be 5 degrees, and 5% chance it will be 10 degree change.

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