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Sailing / Ocean Hunting

14 posts in this topic

Posted (edited)

Hi

Here`s a few thoughts about sailing

Some should be changed for 100% , some , maybe , adjusted.

1. Monsters resets too fast :  (during storm its hard to stay in the range of the mob location, and simply after  few minutes spent to kill it,  mob resets itself ,  becouse its too far from the original  spot ) .  <<< ADJUST

2. Party BUG - NO LOOT :  If there`s a party  on board and there`s a lvl 50 and 61 in a PARTY TOGETHER  , there`s no loot from the mob.

(  however , when breaking the grp lvl50-61   ...... there was loot )

I agree that on land its ok but  while sailing around magoria ? guild ship is for all members of the guild . No matter if ur 30-40-50 60 .... but seems its better to not make party

3. Unfair - Sailing EXP   : why only the ONE at stearing wheel gain sailing exp ? Killing mobs in the middle of the ocean requires group work. Its kinda unfair. Why those who use cannons gain NOTING ?? ....maybe hunting skill exp should be considered ?

4. Loot- material amount :  If theres a chance to get up to 20+ materials from hekaru/stalker/black rust/ nineshark ....why Candidum  max amount is 3 ? Either  increase it or make black rust/nineshark same  as a candidum ( those 3 are agressive ones ) which would be better couze those are much more harder then hekaru and stalker and its gonna be a challange.

5. Captain vision range should be a little bit  INCREASED

.....and a question : Will there  be any skins for Guild Galleys ? or at least dye ship parts ?

 

Edited by SoYinn
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Posted

Agree...

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Posted

You also forgot to mention the buff sea monsters get at night, u think their hard in the day? wait till u fight them at night.  I already have a forum post about it, you can check it here http://forum.blackdesertonline.com/index.php?/topic/140979-sea-monster-night-time-ap-boost/

I also am very aggravated that ship repair material cannot be pulled from the ships cargo hold so other players can use them to repair the ship!  Cannonballs can be pulled to shoot sea monsters...why cant repair material be pulled to?!

The ship repair kits are strong to repairing ships, but crafting 1 is really annoying, 5 ship repair material, 2 steel ingots and 2 glue...the repair mats and steel ingots are easy, its just the glue that's frustrating to get!  Not to many people are going to dive down under the ocean to find lobsters, melt them for their glue and then use it for ship repair kits...better off saving it for the blue attachments for the epheria sailboat chassie.  I think the glue mat to crafting this item needs to be replaced with black stone powder as its not as difficult to get and doesn't require you to spend so much time under the ocean.

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Posted

Agree with all your points, sailing really needs to be reworked and all these topics should be addressed. To add to this I would like to see another daily or two that you can pick up from mainland maybe to kill a few sea monsters. The exp gain from just sailing is so small and the daily at port ratt takes way to long to go get then complete, feels like half my day is gone doing that quest.

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Posted

Agree with all your points, sailing really needs to be reworked and all these topics should be addressed. To add to this I would like to see another daily or two that you can pick up from mainland maybe to kill a few sea monsters. The exp gain from just sailing is so small and the daily at port ratt takes way to long to go get then complete, feels like half my day is gone doing that quest.

ikr, a daily quest or 2 to give sailing exp would be great, it takes WAY to long to level up sailing, took me almost 1-2 months just to get to apprentice1 sailing on my wizard and by then I already got all 4 blue attachments to my epheria sailboat.

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Posted

Any idea what type of historical ship the epherian sailboat is based off? I can't find any 2 masted sailboat with oars that looks like it.

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Posted

You also forgot to mention the buff sea monsters get at night, u think their hard in the day? wait till u fight them at night.  I already have a forum post about it, you can check it here http://forum.blackdesertonline.com/index.php?/topic/140979-sea-monster-night-time-ap-boost/

I also am very aggravated that ship repair material cannot be pulled from the ships cargo hold so other players can use them to repair the ship!  Cannonballs can be pulled to shoot sea monsters...why cant repair material be pulled to?!

The ship repair kits are strong to repairing ships, but crafting 1 is really annoying, 5 ship repair material, 2 steel ingots and 2 glue...the repair mats and steel ingots are easy, its just the glue that's frustrating to get!  Not to many people are going to dive down under the ocean to find lobsters, melt them for their glue and then use it for ship repair kits...better off saving it for the blue attachments for the epheria sailboat chassie.  I think the glue mat to crafting this item needs to be replaced with black stone powder as its not as difficult to get and doesn't require you to spend so much time under the ocean.

oh yea i did fight them at night , they are the same in a day and in night for me at least....but its kinda  extremly hard to keep them at spot couze they disappear underwater and u cant even see them and they do reset too often.

about repair kits. Yes its annoying to gather all the mats for it . But i can live with it . As far as i see it  , ship repair kits should be lvl 1 Ship part workshop material ( NOT 4 ) and it should PROC at least for a 2-3 per craft not 1. Same with Origin of wind ( guild ).

btw one more thing .

None player can run thru a mob .......theres a colision

None ship can sail thru  an other ......theres a collision

Why those pirate ships ( small/medium/large) has no collision with any player ships ? and  monsters too ?  just curious....

 

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Posted

 

None player can run thru a mob .......theres a colision

None ship can sail thru  an other ......theres a collision

Why those pirate ships ( small/medium/large) has no collision with any player ships ? and  monsters too ?  just curious....

 

Because logic... :/

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Posted

rly ......

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Posted

None player can run thru a mob .......theres a colision

None ship can sail thru  an other ......theres a collision

Why those pirate ships ( small/medium/large) has no collision with any player ships ? and  monsters too ?  just curious....

 

Because the AI is not smart enough to solve a problem like that. With ground mobs, it's easy, because they can go in any direction. But when you have a monster/boat that can't insta-turn and move in any direction at any time, it gets complicated.

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Posted

are there any news about KR version vs EU about changing sailing/ ocean hinting / anything ?

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Posted

I feel this is  kind of a bad thread to post this in, but hopefully it gets noticed either way.

 

I wish to address the whole of waterbased activities.

Swimming is  decent now, diving brings a bunch of challenges when it comes to gathering, I assume it might be hard to adjust the boxes for various objects all over the ocean, but they are quite off  and very hard to reach many times, its also very easy to get stuck and hard to get loose again..

 

When we come to sailing the Epheria sailboat is horrible to manouver, at least until you get high degrees of turn% and accelleration, no idea if that helps.

Starting/stopping the boat is a guess-game, i found the easiest is to just Ram close to your location and then get off.

 

You should also drop the shallow water speed debuff when you hit margorian oceans.. It is not shallow....

 

When it comes to ocean combat ,its a nightmare of bugs. The margorian pirate vessels(ghost ships) leaves the revenant boarding your ship invunerable half the time, if he is close to the exterior of your boat. This means he can damage your boat and you, without you being able to damage him.

Looting him is also often impossible, even with pets.

 

Hunting seamonsters is an annoying affair, please add a  swivel function to the cannon so we can hit a broader area. If you go seamonster hunting in groups its not a problem as much, but solo its a nightmare.

Cannonballs often miss even though they are right on target, and often the hits, even though it registers does no damage to the seamonster.

I often get the bloodsplash and even then it doesn't do damage.

And WHY can we not let the cannon go even though its overheated? there is no reason for this.. I assume the cannon cooldown is somehow tied to character presence, please change it.

 

 

I would like the directional buttons W and S to mean stop when pressed oposite directions. Meaning, if you go forward, holding W down, and then press S you will stop the boat, without the need to hold S down for a random period of time as it is today.

 

 

 

 

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Posted (edited)

 

Swimming is  decent now, diving brings a bunch of challenges when it comes to gathering, I assume it might be hard to adjust the boxes for various objects all over the ocean, but they are quite off  and very hard to reach many times, its also very easy to get stuck and hard to get loose again..

Swimming is actually pretty horrible, just as interacting with any collisions and emerging mechanic. 

When we come to sailing the Epheria sailboat is horrible to manouver, at least until you get high degrees of turn% and accelleration, no idea if that helps.

Starting/stopping the boat is a guess-game, i found the easiest is to just Ram close to your location and then get off.

 

You should also drop the shallow water speed debuff when you hit margorian oceans.. It is not shallow....

 

Margoria development process:

1. Let's create new grouping-based naval content!
2. Make sure nothing works correctly.
3. Make sure every feature is so boring you wouldn't mind to eat a shoe.
4. Remember the 'grouping-based' part? Let's make looting system discouraging all the players from grouping with others.

 

@CM_Aethon@CM_Praballo

Too bad there's now way we can make developers or publishers actually PLAY this god awful expansion.

 

Edited by Nouver

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Posted

When we come to sailing the Epheria sailboat is horrible to manouver, at least until you get high degrees of turn% and accelleration, no idea if that helps.

Starting/stopping the boat is a guess-game, i found the easiest is to just Ram close to your location and then get off.

its hard to manouver  i agree but a little bit of practice makes a difference. Believe me . And that`s how it should be . At least i find it ok. ( kind of a challange )

But even if its hard , boring or whatever u call it... sailing and ocean hunting gonna die soon....even if they add a big ocean boss., nobody will care about it.  New boat ? ...... PPl already did epheria sailboats...they have guild boats ..... and how many of them is using it to hunt anything at the ocean ?........5% ????? another 5% using it to trade to magoria.... .  There`s no support to team work at the ocean . U can gain a lot of cash for a guild from it but im wondering whos gonna be that kind of " donkey" to work for a guild . Imagine a 100 ppl  guild , and 10 ppl interested in sailing and killing ocean mobs . They can earn much much more then ppl who do guild quests , go to node wars, even sieges wont be camparable . And then all this cash will be distribiuted to all members while only those 10 ppl earn it .( dont forget to add all the bugs with cannonballs , mobs ,  npc ship, non tradable ship stuff like repair kits or origins which is dumb ) . Fair ???? I dont think so. Thats why i think in a nearest future  , sailing around the magoria will die , couze its better to solo grind for 10h then sail with 5 ppl  party for 10h.

 

 

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