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How would you like to handle your ships?

Poll name says it all.

Comments

  • The idea of a harbor is nice but imagine lots of players and lots of ships!! I also believe there will be collision?




  • I like the idea of a stable system for ships, but I also think the way they are stored will be determined by the way mounts are stored. If mounts are in stables then they may do a similar thing for ships and keep them in a harbor. Or if mounts are stored differently, then ships may follow suit.
  • I think ships need to be stored in a dock similar to a stable, I don't think it would be possible to have every ones vessels docked and in view especially with multiple ships, docks would just become a log jam of ships not in use.
  • Yeah, an option where everyone's ship would be visible is in fact the one where ships remain unsummonable (purple option).

    Ships being in ship stables, would be like some storage container in harbor, and when you store your ship, it's not out anymore, not visible.
  • I see the inherent problem with a stable system being that people use ships less because there's only a few places you can access them. 

    An an item in your inventory allows you to summon it at will and use it more freely. 


  • I want to crash my boat into other people's and then steal theirs.
  • I swear, I keep forgetting ocean combat and sailing is a thing... so caught up in combat and skill mechanics that I forget that this will be a HUGE part of the game. I still wonder what kind of systems sailing will innervate... anyway... I like the idea of ships being dock on a harbor! Would definitely be a great feeling to walk up to my ship and get in to sail it!
  • It is going to be a very popular system if they do it right, there will only be a limited number of nodes that have access to the sea or rivers/lakes that can be navigated thus towns cities where ships can be docked will be limited somewhat. There will have to be some system in place where ships are stored so to speak, I guess I am not a huge fan of someone walking along finds a pond throws their ship into it just because they can. Guess there would be measures in place to stop this though you never know. 
  • Why?

    - In the wold of Verra there is no fast travel, so I don´t wanna walk 15 min to my boat into the next harbour with all my good stuff I want to transport with my sexy ship

    - As an angry pirate I wanna camp near the coast. When I see a trade ship, I want to spawn fast a harpoon ship and catch them

    - In an epic naval fight I want more tactic possibilitys. For example leaving my friends ship and spawn a big cannon ship to outplay the enemy

    - As an angry pirate when I sit on a lonly island and when I see a tradeship, I want to spawn my big ship to blockade their way

     :)

  • I can see leaving ships in open docks as an issue.  Maybe it just depends on the size of the docks being used. But really do you want to see tons of ships just sitting in the docks?

  • ArchivedUserArchivedUser Guest
    edited November 2017
    sorry for this one i will be rude, but : 

    are you stupid ?

    Well first of all excuse me but this is too important for me to let this go.

    do you know why AA ships were amazing ? because we could summon them from anywhere, at any moment, because we had not to swing for 40m to harbour to repair it then come back to fight. the repair time was correct and you could not spam your ship to do stupid things cause it was costing you somes golds and somes time to repair it.

    Do you imagine, we don't haver teleport IG, if u get destroyed in the middle o the sea what do you do ? you just get fked, have to swing for hours to go to land.

    and +, with summon we can start from anywere, so if enemies look at harbours they wont see us leaving coast.

    Afther this we can still make like AA, if you leave from special areas you can get bonuses on your ship.

    I guess people that voted for "ships stable" are not involved in sea content as i was/am, but maybe i'm wrong ?

    This system will result in "1 fight then it's over", and it will make the seas empty.
  • ArchivedUserArchivedUser Guest
    edited November 2017
    And sorry for dobble but edit dont work when spammed so : 

    What if we have "scout ship"with radars then when we spoted something we need our "fast ship"to catch it or "fight ship" to destroy it?

    I want ships to be expansive to make so randoms people wont go for them but for their gear. so yes, only fews peoples would go for badass ships. like in AA.

    i dont want stable system, and i swear that if it have this system, well first, the game wont please at all me like it could, and second, i woulld sit with lots of alts to avoid problems.

    I hope Steven and others people who loved AA system will agree with me and dont go for BDO system that is so useless.  I didn't played it for months but i'm sure seas are empty and there is no naval action at all.
  • @Jaikant
    There's a crazy amount of assumptions you're making in your posts about ships, and a crazy amount of comparison to other games and systems as well.

    Since one of the four pillars of the game is the economy, there needs to be a balance around ship use, ship building, and ship combat.  It's entirely possible that ships become like a caravan-system that can only be interacted with on sea-based caravans.

    On the opposite side, it could be so prestigious and expensive to make that it requires a well-funded guild to even make one.  And even then, requires various specialties to pilot, gun, repair, etc.

    In that regard, I hope that the whole ship system is much more like EVE Online, where we're even able to make Capital Ships!  I want my soul purpose in the game to be a shipwright who's able to create massive ships... and it wouldn't make a single ounce of sense if you could "summon" , or rather, pull a whole sea-city out of your butt.
  • I certainly hope that a big ship can not be just simply sailed by a solo player.

    Big ship mechanics should be complex enough to require a crew to function efficiently, and if solo player takes big ship out to the ocean and encounters anything at all, he would basically be fk-ed.
  • Gothix said:
    I certainly hope that a big ship can not be just simply sailed by a solo player.

    Big ship mechanics should be complex enough to require a crew to function efficiently, and if solo player takes big ship out to the ocean and encounters anything at all, he would basically be fk-ed.
    Look into Sea of Theives.

    Literally need 4 people to sail the ship. 4 more would be nice to man cannons in a fight. It's really in-depth and teamwork is required.

  • Gothix said:
    I certainly hope that a big ship can not be just simply sailed by a solo player.

    Big ship mechanics should be complex enough to require a crew to function efficiently, and if solo player takes big ship out to the ocean and encounters anything at all, he would basically be fk-ed.
    like one player controls direction at the steering wheel, ~2 players control speed through sails which would be limited to wind direction and x amount of players (depending on ship size) could paddle.

    If the ship gets damaged, water leaks in and people need to shovel it out.

    If ships have cannons, each cannon would need 1-2 person to operate.
    Either 1 who aims/shoots and it automaticaly reloads very slowly (~1min cd);
    Or 2: one player aims/shoots and the other reloads by picking up new cannonballs from somewhere (way faster than waiting for cooldown).

    As for the poll im not exactly happy with all the options...

    Spell summoned ships would degrade it to some boring water mount.
    Like your groups ship gets destroyed somewhere in the ocean but nvm one of your team mates has a new one ready to go anyway.
    Same for backpack item ships.

    If a backpack item ship is really heavy(which would be just logical), people most likely wont carry it with them all the time so its basicaly like stable system ships with some extra running between storage spots.

    With storage spots, the utility of ships would most likely be very limited, as it'd limit your travel start and goal to just a few harbor citys.. It takes away the exploring+fun and turns it into some pure boring fast travel utility.

    Absolute permanent ships would be a very bad idea inside of an mmo as the seas would be litteraly flooded with empty ships at some point.

    So my suggestion would be an initial harbor start with a registered group, and then the ship would be permanent until everyone of that group leaves the ship for more than ~0.5 to 5? hours (depending on server population density and difficulty to create a ship) simultaneously.
    Also if a ship gets damaged, a timer would start to run which would cause the ship to sink if it doesnt get fixed in time.
    Like 0% damaged=>ship will sink within ~24 hours,
    10% damage ship will sink within 18 hours,
    20% 12 hours,
    30% 5 hours,
    40% 2 hours,
    50% 50 min,
    60% 35 min,
    70% 18 min,
    80% 6 min,
    90% 2min
    100% 5sec.
    The ships dmg could be repaired through various materials, which wouldn't remove the timer, but reduce its speed to the associated percentage.
    Example:
    Your ship is at 40% for 1 hour, so the timer is at 50% with 1 hour remaining.
    You repair the ship to 20%, the timer is now at 50% with 6 hours remaining.

    By pouring a bucket with leaked water from your ship into the ocean, the timer regenerates by ~1%.
  • ArchivedUserArchivedUser Guest
    edited November 2017
    I certainly liked the AA system where you could summon you ship at will.  That helps to keep the computer systems clear of having to keep track of unoccupied ships.
  • @Gothix Sorry, just had to meme it! :wink::smiley:

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    I like the idea of keeping your ships in the harbour. Nevertheless I like the way ArcheAge handled it. You were able to spawn your ship wherever you desire, which is also really cool.

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