Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
Valheim-type sailing would probably be acceptable to most people, but I actually have heard people complain about or run up against the dead zone when trying to sail into the wind in that game. There's just something about the a saying, "No, you cannot sail in this exact direction right now," that aggravates some people, regardless of how nonsensical sailing directly into the wind is.
If the game does include shifting wind direction, I would probably recommend letting people still sail directly against the wind at like, quarter speed. A speed debuff is probably a lot more acceptable to people than a full inability.
For sure. And like I said, my only suggestions are that there should be more than one person actively engaged with channeling a part of the ship to make it work at full efficiency, not that the person operating the sails needs to actually do anything. The only other things I’d want are wind interactions and realistic turn radii.
I agree with you on not actually creating dead zones for players, that’s no fun in a fantasy world. Speed debuffs are good enough. Having them in place will encourage the seeking of other trade destinations and create opportunities for risk v reward when considering who to trade with vs how long it usually takes to get there.
Joking aside, loved reading this. Thank you for sharing.
-Doakland
Given that the books can be pretty dense, I'm going to show some of the stand-out pieces. These are from a type of seagoing Chinese vessel designed to haul lumber around the coasts:
Also I want to make a correction of my criticism of the chinese inspired Wind's Veil in the OP. There I made the note that having two small sails offset from the center-line of the vessel wasn't realistic. Here though is a diagram of a trading vessel from around Shanghai:
I've highlighted in red the positions of the masts. Notice that two of them are offset heavily to the port side. These were apparently used for steering in some circumstances. The rearmost mast is also slightly offset, but this is just to keep from interfering with the rudder assembly. Regardless, this is real-world president for sails to be offset to extreme sides of a vessel in chinese-inspired ships specifically.
To finish off, here is a large warship equipped with cannons, a smaller warship with swivel guns and painted shields on the sides, and an even smaller police boat:
Also, if the largest of ships had to be re-ported and taken up in dry dock and repaired much in the same way!