Is there a listing somewhere about what the best items to sell are? I'm trying to level up some of the lower groups (namely the Merchants) and I'm kind of seeing different XP growth depending on the items. Likely, Devils Roar stuff is better, right?
Is there a listing somewhere about what the best items to sell are? I'm trying to level up some of the lower groups (namely the Merchants) and I'm kind of seeing different XP growth depending on the items. Likely, Devils Roar stuff is better, right?
Doing a shenanigans filled stream tonight for around the next 6 hours. We find the british servers pretty quiet on a Friday night, so we're going to give the US servers a shout and see if we get into some mischief.
been back in for the last week or so playing fairly heavily - have yet to see fog. where on the map is that most common?
Lack of time for gaming has kept me away for many moons. Have they made or mentioned any changes to pve combat?
Can someone explain how alliances work? My buddy and I have flown the searching for alliance flag on our ship but there's never anyone who wants to join.
Yesterday we encountered someone with what I think was an alliance flag (there was like a red light up on the crow's nest ane we could see them on the map) and then they rammed us and shot cannons at our sloop. As we rewspawned and went after them a kraken came to attack us so we got double bombarded....for two fucking garbage castaway chests.
I just wanted to team up with another ship mang ;-;
Combat is getting an overhaul, but no ETA.
They are going to talk about the doublegunning in next weeks dev update.
Besides that, the PvE combat on the seas has improved. They've added the cursed cannonballs and the skeleton ships. And the Kraken has got new moves and it feels way more immersive (and it can be a pain in the ass too)
its interesting we see all these rock paintings of epic land (as well as sea) beasts, but nothing in the game. i know the focus is sailing, but like you said, we need interesting threats/challenges/quests involving land tooAtlas launch state got.me back into this game again and I've been having a blast. Really love what they've done with the random ocean encounters. Hunting Meg's, and ghost skeleton ships has been a blast and often pay off very well. This game is really special and hope they keep building on it. If they make islands feel as rewarding as the sea right now I'll be a happy pirate. I'm at 40 , 40, 35. Pushing on to legend.
Yeah I just want more variety on land and in Skelly forts. More wild life and enemy variety. They have some really cool islands that feel very underutilized.its interesting we see all these rock paintings of epic land (as well as sea) beasts, but nothing in the game. i know the focus is sailing, but like you said, we need interesting threats/challenges/quests involving land too
absolutely. crawling through a cave anticipating there may be a giant spider lurking would be epic. make sure you bring a caged pig as a decoy/bait!Yeah I just want more variety on land and in Skelly forts. More wild life and enemy variety. They have some really cool islands that feel very underutilized.
Yep. Them having NPCs there kind of gives me hope of what's to come. I'd also like to see npcs walk lol. Just adds a but more life.absolutely. crawling through a cave anticipating there may be a giant spider lurking would be epic. make sure you bring a caged pig as a decoy/bait!
I just hope it really is an overhaul. I played the game for the first time in a long time today and while a lot of things have been improved and evolved since the game's launch the combat continues to be a massive weakness. To be honest, I'm really not sure what elements of the combat are even worth keeping. I get that it's not simply a case of copying the mechanics of another game, but I genuinely don't derive any enjoyment from any part of the gun or sword combat whether against humans or skellies. Adding more layers can't exactly hurt, but it would be wiser for Rare to spend time addressing the fundamentals.
We'll have to wait and see if they will do any meaningful changes. There is 0 information on it right now, besides them looking at the doublegunning in the short-term.
But to be honest, with Arena being in testing already I don't see them changing the fundamentals of it.. but who knows.
GP skellies make the quests go faster IMO. Fort waves with GP skellies are essentially over in two shots. They certainly have their inconvenient moments (like during an earthquake), and force a "always carry sniper" meta for PVE, but done right they kill enough skeletons to be worth it. Anyone around at the start and grinding out metal skeleton waves solo on the tops of Thieves/Kraken/Discovery/Devils can attest to thatCan we talk about how often gunpowder skeletons spawn? Like, I'm not sure if their spawn rate is affected by the kind of quest you're doing, but it's really annoying either way. The quest ends up taking a lot longer because you're always running away from them (or dying in an explosion).
Also, I feel like the PvE side of things isn't fully balanced for smaller crews. For instance, fighting a horde of gunned skeletons solo or just with someone else can be a nightmare. Stuff like Kraken, Megalodon or ghost ships, on the other hand, are definitely balanced and feel fair.
Having mandatory ghost ship fights is absolute bullshit though, IMO.
Me and my buddy just pulled our dirtiest heist yet. Saw a galleon taking on a skull fort He goes and hides behind some rock island and i make my way on to their crows nest and lay in an explosive barrel. I sit there for a very long time. These guys were pretty bad at clearing waves. I wait till they clear it and hope they don't spot me a they bring more barrels up to the nest. They put down 4 including the stronghold one. As soon as i hear the capstan turning I ignite the stronghold barrel and drop it on them. Kills all 4 and sinks their ship. My buddy comes by picks me up with all the goodies and we deliver uncontested. I think the most exciting part is that it all went exactly to plan. I know the stronghold barrel is worth a good amount but a normal one would not have had the power to kill them all and sink their ship fast enough for them to not respawn on it.
I still don't hate the combat as much as others. Maybe it's cause I use a mouse but the skeletons seem like a janky enemy. It's just really jerky. I'm interested to seeing what they are changing but I'm obviously not expecting them to have mordhau level melee. I also wish melee was strictly third person and more animation based.
I just leave explosive barrels for them. pain in the ass otherwise.Golden skellies on some of the newer forts are so fucking frustrating to deal with. Definitely need to add pools of water closer to the top.
They just aren't all that fun to deal with. Especially higher level ones. You can't really dodge their gunshots, and they take a lot of damage. But you can only fire a couple of shots before you have to retreat for ammo-
The melee could be fun in first person, but the system over-uses delayed input response as a balancing mechanism, which makes it feel slow and clunky.
As a result of all this, dealing with skeletons feels like a chore most of the time. Funneling into an area where you can ambush them, Resorting to the same repetitive tactic until all the waves are through.
I think gun fights would be better if 1) you could pickup ammo from corpses and 2) there was a tell that could be used to time when to dodge gunshots.
With Melee they need to get rid of the stun and shrink the input delays.
There need to be more combat options in general. Gunpowder barrels are, disappointingly, the only real crowd control mechanism. And few of the other items you carry have any use in combat- I feel there are missed opportunities here.
Epic raid on a Briggy and escaping into the fog! :)
We SO nearly lost our ship though.
GP skellies make the quests go faster IMO. Fort waves with GP skellies are essentially over in two shots. They certainly have their inconvenient moments (like during an earthquake), and force a "always carry sniper" meta for PVE, but done right they kill enough skeletons to be worth it. Anyone around at the start and grinding out metal skeleton waves solo on the tops of Thieves/Kraken/Discovery/Devils can attest to that
I'd almost argue they're MORE inconvenient for large groups. Duo works well for callouts (since you normally know where your partner is when he shouts "gunpowder") but the larger the group the more chaotic it gets and the more confusion about when/who shoots it
I think Molotov cocktails could be neat. Especially for PvE. Not sure how they'd balance them but they would be fun. Throwing one at a ship would mean a small aoe damage area that needs to be out out with water. A good way to keep people off canons etc.
Golden skellies on some of the newer forts are so fucking frustrating to deal with. Definitely need to add pools of water closer to the top.
Just in general I'd love to understand how they went about designing combat for a pirate game and ended up with something so utterly lacking in dynamism. Think about all that they have to use as reference, myriad great games that literally revolve around guns, swords and combat, and the massive Pirates of the Caribbean franchise which must have at least an hour of exhilirating action scenes between the five films. How does Sea of Thieves evoke none of it?
Chore is the word I would use too, and it's not even that I've done it too much, I've never enjoyed the combat at all, right from the moment gun combat was first implemented through to now. It's always felt off. The lack of auto-aim on a pad. The lack of headshot mechanic. The relatively small amount of time devoted to shooting up against the massive amount of time passively watching a reload animation. The bunny hopping that all player vs player fights devolved into. The clunky and delayed hit reactions from skeletons. Then the sword was implemented and it was, somehow, far worse. Initially I was hopeful that, given the time to launch, and given the way Rare had talked about evolving the game after launch, it might eventually get there. It hasn't. At all.
Some of the design decisions are just really hard to understand. That enemies don't drop anything when they die ignores the precedent from every shooter I can think of, as does the lack of headshots/area specific damage, as does the lack of auto-aim for pads. Overall the impression I get with all of it is that combat just wasn't that big of a priority for Rare, but it's hard to reconcile that given how much of the game revolves around it.
I hope something cool for people who have been playing since launch (I know we got a Launch Crew Sniper and the Day 1 eyepatch) would be awesome.So March approaches - outside of the Arena, due whenever (My guess is late January/Early February?) Sea of Thieves will be celebrating it's 1st Anniversary.
Do we think that this is the time to drop the big "lore/story" update? A big in-game celebration of "year 1"?
What do we think/hope it'll involve?