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DustyTrashenborough

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Everything posted by DustyTrashenborough

  1. It seems most of these refers to capsizing during storms, and the two papers suggests capsizing with of around 20knots or more. Don't the devs mean, capsizing in fairwind just from the sailforce in that condition alone?
  2. @admin please walk me through this scenario : I have a Victory made of Live oak and White Oak with Cartagena caulking mod and Navy Structure refit. When it is "moved" to the EU server, I'd get a redeemable for a Victory ( that I can choose any wood types), a redeemable for Cartagena Caulking, and a redeemable for navy structure refit? Thanks in advance.
  3. Noted. However, would adding this level of realism on a point that I think is debate-ably unimportant worth the frustration and annoyance it generates? On that note, one can argue, the more heavier objects that we are capable of looting is downright implausible to salvage from a sunken ship given the short time frame we have in the game. Or the fact that unless the items are protected in oilskins or other waterproof material they might not be as useful as they are now(Skill books). Lastly, the suggestion i put up was of floating loots is to match with the motif of floating wreckage( wooden and any other objects that is less dense than salt water) but not to reflect their real world limitations(i.e. their density and the exposure to salt water). What I'm saying is my suggestion was to aim for a looting system that is easier for the players, for after all, this is a game and as much as we can find realism in it, we can also find aspects that downright defies every laws of physics. Imagine if your ships have to heave to or sail under close reefed topsails in a storm lest you risk having a mast or spar be carried away or even founder the ship, how frustrating would that be? But I digress, it is in my opinion strange to create another barrier for players to overcome to get the loots.
  4. After playing the game for roughly a month I've come to the conclusion that the looting system is unnecessarily hard, especially as the rank of the missions increase(Mainly as players use bigger ships to deal with higher rank missions). The current system have the loots being tied to the ship's hull and as the ship sinks the distance keeps increasing from any surface ships(those who want to get the loots.). As such, there is an implicit window of opportunity to get the loot, dictated by the distance from the sinking ship and the wind direction. While some might argue that it is one's responsibility to position one's ship in a favourable positions before attempting to engage the enemies, in a hectic fleet missions it is quite likely that one might find the positioning to less than ideal. From personal experience, there are many loots that were not gotten in time. In other MMORPG the loot system is more streamlined, even almost automatic with players being able to pick up loots within a certain radius by double tapping a key, other system leave the loot visible and in an easy location to get to. I proposed a change where the loots are floated up to the surface and remained near the location of the sunken ship instead of being accessed via the sunken ship's hull. This will add a bit more complexity to the game engine as it'll have to instantiate the loot and create more objects to process, but it is not significant enough to hamper performance greatly, or even noticeably. Edit : Calculate the distance from the sunken using only 2 dimensions would also be welcomed. I.e. Disregard the depth. Assume the looting ship has really skilled divers.
  5. To quote Ser Gregor Clegane, hello kitty the king.
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