Vhaeyne wrote: » I don't feel that this is a case of "over ambition" or "scope-creep". Water content is actually not that hard. A good example of a fairly basic MMO, (especially to todays standards) is Dark Fall Online. Which had amazing water content. It is easy, you give players the ability to craft destruct-able vessels and let them take them out on the water. Throw a few sea monsters in the world with timers in for good measure. You are golden. What you will realize is that a lot of the "Sea-Content" is players destroying each other on the open waters. Its great, literally some of the best open world game play I have seen in my life. Just give players the tools to have fun, put some resources out there for them to fight over. Done. The mistake that is often made is when MMOs try to over manage or over think these things. With cringe quest lines and water based story arcs, and dumb restrictions. There needs be no quests or NPCs related to the system at all.
Mamut wrote: » I think sea content is really important and with continents being separated by a sea it seems like naval transport plays a vital role in the game's economy. One of the things I absolutely loved about ArcheAge was the sea-faring aspect of the game although I do have some questions about it. For instance, does anyone know if the Caravan system will be extended to the naval portion of the game? This would incentivise the creation of both pirate and sea mercenary guilds which I bet many players would be really excited about