BeerJedi
Grandmaster
Current Status of the Naval Release:
I wanted to take the time to review the current Naval environment and provide some feedback to the Devs in regards to efforts, time, cost, etc. First and foremost – Wanted to provide my play background in regards to the updates now out for a few months.
1. Been a part of a naval team that for 2 months straight sailed and fished the waters extensively.
2. Been on both sides of naval conflicts – from eating the cannon balls ot sending those swine to the deep.
The point of my post is not a “damn I got sunk – fix it”. To be honest, getting sunk is as entertaining as doing the sinking. So no complaints there. What i do want to do is provide feedback and begin a conversation for the devs to review. I am keeping my good points short - please add to 'em if you think they're not good.
The good:
(1) New Whirlpool System: Requires multiple parties – its intense and one mistake can cost the entire effort. This is a good and bad
(2) Galleon system: I love the new requirements for building galleons - from fishing up recipes and finding rares.
(3) Naval Combat: it is a mixture of luck, timing and equipment – the way it should be.
The Bad:
This is an area that needs tweaking only. In this section – I am going to highlight 2 major areas that are becoming deficiencies to those of us on the seas and needs to be corrected or the water champs will never happen.
(1) Rares for building Galleons – the rate of drops for ingots and anchors needs to be tweaked. Right now, I know of only one galleon having been built. As it stands, my crew is 3 ingots short and we have fished up over a 200+ whirlpools over the last 3 months. In the last 4 weeks, we have nearly stopped cause it has gotten ridiculous to get our first galleon in the water. We have 4 anchors. I understand the focus is to keep these rare so the seas are not filled with 50 galleons, however, when a group is dedicated and still coming up short on finding the needed materials, a tweak should be made.
Note: we use a 115 fisher and fishing trawler, we have wiped legions of deep eles and have found only 6 so far.
Suggestion: provide a recipe for mixing iron ingots, big fish, and another possible rare to have a 25% chance to make the required ingot. Or increase by a fraction to increase drop rate. Catch 22: make it too easy and others lose focus
(2) Repair Kits: Currently it takes a ton of mats to make a repair kit and then requires to carry additional mats on the boat to repair on sea. For a crew/fisher it is difficult to carry 100+ cannon balls, 100+ ingots, 500+ wood, 400+ cloth to simply sail into uncharted waters (after investing ot make the kits). Suggestion – provide a means to create charges to the kit that pre-loads the materials. Use of materials is a good idea.
A few tweaks will be needed to adjusted or interest will continue to wane. Which is not good as I think it is a lot of fun. Even when I’m eating someone elses hurling iron. Lastly - some of the rares from the previous whirlpool system have gone mia, is this on purpose?
I wanted to take the time to review the current Naval environment and provide some feedback to the Devs in regards to efforts, time, cost, etc. First and foremost – Wanted to provide my play background in regards to the updates now out for a few months.
1. Been a part of a naval team that for 2 months straight sailed and fished the waters extensively.
2. Been on both sides of naval conflicts – from eating the cannon balls ot sending those swine to the deep.
The point of my post is not a “damn I got sunk – fix it”. To be honest, getting sunk is as entertaining as doing the sinking. So no complaints there. What i do want to do is provide feedback and begin a conversation for the devs to review. I am keeping my good points short - please add to 'em if you think they're not good.
The good:
(1) New Whirlpool System: Requires multiple parties – its intense and one mistake can cost the entire effort. This is a good and bad
(2) Galleon system: I love the new requirements for building galleons - from fishing up recipes and finding rares.
(3) Naval Combat: it is a mixture of luck, timing and equipment – the way it should be.
The Bad:
This is an area that needs tweaking only. In this section – I am going to highlight 2 major areas that are becoming deficiencies to those of us on the seas and needs to be corrected or the water champs will never happen.
(1) Rares for building Galleons – the rate of drops for ingots and anchors needs to be tweaked. Right now, I know of only one galleon having been built. As it stands, my crew is 3 ingots short and we have fished up over a 200+ whirlpools over the last 3 months. In the last 4 weeks, we have nearly stopped cause it has gotten ridiculous to get our first galleon in the water. We have 4 anchors. I understand the focus is to keep these rare so the seas are not filled with 50 galleons, however, when a group is dedicated and still coming up short on finding the needed materials, a tweak should be made.
Note: we use a 115 fisher and fishing trawler, we have wiped legions of deep eles and have found only 6 so far.
Suggestion: provide a recipe for mixing iron ingots, big fish, and another possible rare to have a 25% chance to make the required ingot. Or increase by a fraction to increase drop rate. Catch 22: make it too easy and others lose focus
(2) Repair Kits: Currently it takes a ton of mats to make a repair kit and then requires to carry additional mats on the boat to repair on sea. For a crew/fisher it is difficult to carry 100+ cannon balls, 100+ ingots, 500+ wood, 400+ cloth to simply sail into uncharted waters (after investing ot make the kits). Suggestion – provide a means to create charges to the kit that pre-loads the materials. Use of materials is a good idea.
A few tweaks will be needed to adjusted or interest will continue to wane. Which is not good as I think it is a lot of fun. Even when I’m eating someone elses hurling iron. Lastly - some of the rares from the previous whirlpool system have gone mia, is this on purpose?